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

- Ben Kenobi, Star Wars: A New Hope

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

- Yoda, The Empire Strikes Back

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

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

In most collectible card games, players selected from the exact same pool of cards when building their decks. In the SW:CCG, there are distinct differences between Light Side and Dark Side cards. Designed to be in ' dynamic equilibrium;' the cards are relatively equal in straight but differ dramatically in composition. The Dark Side, represented by the Galactic Empire, is the side of the Force that tends to be more technically advanced, better equipped and the stronger aggressor. With its rugged appearance, the Rebel Alliance has some surprising advantages. Using the power of the Force, they enhance their defensive capabilities, maximize their resourcefulness and achieve a sense of honor that sets them apart from their glossier counterparts.

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


Flow of the Force


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

Since the game resolves around players offenses plea and defensive wait manipulating their Life Force common understanding how deep Force is represented an used is extremely important. Each card represents one unit of Life Force in the game. During play, your Force cards circulate through your piles as shown in the diagram above.


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

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

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

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

Lost Pile - This is a pile off to the side of the table where 'lost' cards are placed face up. Usually cards are discarded to the Lost Pile as the result of 'battle damage' or when an opponent plays a card that causes you to lose Force. These cards are generally not available for use, but can sometimes be brought back into play by certain cards. A character forfeited from battle is said to be lost rather than killed for this reason.

Re-circulating - at the end of each turn, you're used pile will be re-circulated by placing it beneath your Reserve deck. These cards will work their way back to the top of the reserve pile over the next few turns to be activated again. Re-circulate your cards as you announce your turn is over. If you forget, your opponent can insist that you re-circulate. There are also ways he can use it to his advantage if you forget.

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

Before the rules are outlined, the following information will give you a detailed understanding of the cards.


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

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

Starter deck and expansion packs cantain both Light Side and Dark Side cards. You can play with the randomly-assorted cards contained in your starter pack, or add expansion packs to give you a wider selection of cards from which to choose. You have complete control over the cards you use and the strategies you employ. The only thing you can't control are luck ('destiny') and your opponent's plan of action. Consider both offensive and defensive strategies as you design your deck.

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


Card Icons and Background Colors

There are two types of locations: site and system. Location cards are placed on the table in a horizontal line between the two players. Site locations on the same system are played next to each other to form a group and are never broken apart. Site locations from different systems are separated by a gap. The cards are oriented so the Light Side player is facing with the blue lightsaber icons and the Dark Side facing the side with the red lightsaber icons. Since locations have no deploy cost, they can be played on the table during your Deploy Phase with no expenditure of Force.

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

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

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

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

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


Location Card - Site


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

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

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

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


Location Card - System


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

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

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

CHARACTER CARDS (Rebels, Imperials, aliens and droids)
Characters are the stars of the game. Their movement and interactions create the story that becomes the basis of your adventure.

Character Cards


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

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

POWER - An attribute that represents overall strength.

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

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

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

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

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

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

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

Vehicle Cards


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

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

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

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

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

Starship Cards


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

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

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

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

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

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

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

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

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

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

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

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

Interupt Cards


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

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

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

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

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

Effect Cards


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

INTERRUPT TYPE - There are two types: effect and Uttini effect.

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

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

Weapon Cards


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

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

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

Device Cards


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

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

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

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

At the beginning, each side plays one location card to the table. Both players reveal their starting locations at the same time. If players choose the exact same location, they set them aside temporarily and choose again. Each player then selects a new location and repeats the above process.

Shuffle the remaining 59 carts and place your Reserve Deck phase down.

Players draw 8 cards from the top of their Reserve Decks to make a hand.

Sometimes it pays to be the bad guy.

Each turn has 6 phases.


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

Phase 2: Control
When you control a location, you have an advantage. To control a location, you must have 'presence' there (ability of one or higher) when your opponent does not. If you desire, you may drain Life Force from your opponent at each location you control. You may drain an amount equal to the number of Force icons on your opponents side of the location. This is called a 'Force Drain'.

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

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

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

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

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

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

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

Use Force to Initiate Battle
You must use 1 Force to initiate each battle.

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

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

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

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

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

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

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

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

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

Attrition represents the danger inherent in conflict, the chance of 'losing' characters, starships or vehicles regardless of who wins or loses the battle. Attrition can be an important offensive strategy as it allows a smaller force to attack a larger force and still inflict significant damage. If one player involved in a battle draws 'destiny' greater than zero, loss by attrition will occur for his opponent. If both players draw 'destiny' greater that zero, both will suffer attrition. A player's required attrition loss is equal to his opponent's 'destiny' number. To satisfy attrition loss, you must sacrifice card(s) with a forfeit value equal to or greater than your opponent's 'destiny.' For example, if you won the battle, satisfy the attrition loss by forfeiting the necessary cards from this location.

If you lost the battle, you must satisfy the attrition loss by forfeiting the necessary cards and then make up any difference you have yet to incur from 'battle damage'.

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

For example, in the battle diagram below you had a total power of 6, an drew no 'destiny'. Your opponent had a total power of 3. But, because BoShek's ability is 4, your opponent was able to draw 'destiny'. Assume in this case he drew a 'destiny' of 2. This makes his combined power total 5.

Since you won the battle (6 vs. 5), your opponent would lose 1 Force. However, his 'destiny' of 2 means that even though you won the battle, your attrition loss is 2. You must now lose at least 2 in forfeit value from that location. It is your choice whom you forfeit as long as you meet the minimum requirement of 2.

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

If your opponent draws a 'destiny' value of 4 during a battle against Vader (immune) and 1 stormtrooper (forfeit value of 2), the stormtrooper would be forfeited due to attrition loss. The remaining forfeit value of 2 is ignored; it would not affect Vader because of his immunity to attrition less than 5. However, if the 'destiny' draw is 5, Vader is no longer immune. In this instance, Vader would be forfeited and the stormtrooper would remain.

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

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

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

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

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

Characters can 'shuttle' between any site and any starship with ship-docking capability (up or down), at the related system by expending 1 Force. There is no restriction on the number of times this movement can occur during a turn. Boarding and disembarking from a vehicle is free and unrestricted. Up to its capacity, characters can board a vehicle at the same location and all characters, weapons and devices aboard can move with the vehicle for its movement expenditure of 1 Force.

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

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

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

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

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

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

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

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

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

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


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

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

The name on certain cards will be preceded by a dot ( dot.gif (827 bytes) ), indicating that it is a unique card. Although you are free to place more than one unique card in your deck, you cannot have more than one turned face up on either side of the table at any time during the game. If cards have two ( dot.gif (827 bytes)dot.gif (827 bytes) ) or three ( dot.gif (827 bytes)dot.gif (827 bytes)dot.gif (827 bytes) ) dots, the number of identical cards that can be on the table at the same time is restricted to the number of dots on the card. When there are no dots preceding a card name, there are no restrictions on the number of these cards you can have on the table. [Note: An interrupt cart with one dot ( dot.gif (827 bytes) ) indicates only one interrupt of that name can be played per turn.]

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

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

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

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

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

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

1 - 2
4 - 5
droid, inanimate objects
weak characters
Jedi Knight
Jedi Master

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

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


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

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

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

Adjacent - site located directly next to a neighboring site

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

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

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

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

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

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

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

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

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

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

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

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

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

Character - type of card that represents Rebels, Imperial, aliens and droid

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

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

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

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

Deploy - to place a card in play on the table

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

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

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

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

Docking Bay Transit - during your Move Phase, transfer any or all of your characters and vehicles from 1 docking Bay to another docking bay (by the symbolic use of starships or hire) for an expenditure of Force as listed on the docking bay card

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

Draw Phase - final turn sequence that follows the Move Phase

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Hyperspeed - number of parsecs a starships can travel in one turned

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

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

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

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

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

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

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

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

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

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

Location - types of cards that represent 'sites' and 'systems' (where Force is generated and characters, starships, vehicles, etc., are deployed)

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

Lose Force - placing cards into the Lost Pile

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

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

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

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

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

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

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

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

Outnumber - having more cards at a location than the opponent

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

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

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

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

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

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

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

Presence - ability of 1 or higher at a location

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Starship -type of card that represents capital starships and starfighters

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

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

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

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

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

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

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

Unoccupied - a location where neither player has 'presence'

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

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

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

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

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

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

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

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

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

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

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2007 Brian K. Smith