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Jedi Knights™ Trading Card Game
Frequently Asked Questions

Document Released October 24, 2001

This document is an official supplement to the Rulebook that is contained in the Jedi Knights™ Premiere Starter Decks. Please note that the Rulebook contains many answers to your questions!

This document and other rules, strategy items, and deck lists for Jedi Knights™ you can find at decipher.com/jediknights/. This document is also available in .pdf format.

Please email your rules questions to chuck.kallenbach@decipher.com or send your questions in written form to Decipher at PO Box 56, Norfolk, Virginia U.S.A 23501-0056 clearly marked as "Jedi Knights Rules Question."

Answers that have been changed or added since the previous Frequently Asked Questions document are marked with (NEW). Rules from the Scum and Villainy rulesheet have been added to this document. Please note the two clarifications to the Independent Heroes rules included herein. All you need is your Premiere rulebook and this FAQ to get all the rules for Jedi Knights.

GENERAL RULINGS

(Q) Does each Jedi Knights card have a unique URL?
(A) No. That was announced previously, but now you can find out anything you want to know about Jedi Knights at decipher.com/jediknights/.

(Q) Are you allowed to look through your Theme pile? What about your Force deck? What about a discard pile? What about the site pile or system pile?
(A) You are allowed to look through your Theme pile at any time (your opponent may not). You may look through your Force deck (not your used Force cards pile) only during the Force Phase. Neither player may look through any discard pile, site pile, or system pile without game text that allows them to (for example, game text including the word "topmost" allows you to look through your discard pile, although you must keep those cards in the same order).

(Q) What happens to the cards on or under a card that is discarded?
(A) Except for replacement (see page 26) or after a Control Check (see page 21) when any card is discarded (or leaves play by any other means), the cards on or under that card are also discarded.

(Q) How many characters/starships may support a leader?
(A) The number of leadership icons on the leader card represent the maximum number of characters/starships that can support that leader.

(Q) When a site enters play that allows both sides to play a character from their Theme piles, what happens if more than one player attempts to play the same character?
(A) The player with the highest Force number plays first. If this situation happens before players have selected Force numbers, then the player with the highest Theme number plays first.

(Q) Do location cards have an Allegiance or Theme?
(A) No. Location cards may be used in any deck of any Allegiance or Theme.

(Q) When a card is rotated, is that card's game text still in effect?
(A) Yes.

(Q) When two or more players want to play an Event at the same time (or have automatic game text that is activated at the same time) and their Force numbers are tied, who goes first?
(A) Use the Theme numbers of those players to break any such ties.

(Q) Can Empire and Alliance Events, Jedi Powers or Sith Powers be used in an Independent deck?
(A) No. Empire and Alliance cards with no theme (including characters, weapons and starships with no theme) may not be used in an Independent deck.

"STARTING" HEROES

(Q) When I have both my "starting" Hero and another version of my Hero in my Theme pile, can I use my "starting" Hero's game text to play the other version of my Hero from my Theme pile?
(A) No. The game text on your "starting" Hero applies only to your "starting" Hero card.

(Q) When my "starting" Hero is replaced, does that card go to my discard pile or my Theme pile? How much does that cost?
(A) A "starting" Hero that leaves play for any reason is placed in its owner's Theme pile. You must pay the full deploy cost of the new version of your Hero.

(Q) Can I replace my Hero aboard a starship at the system by playing a new version of my Hero at the site (or vice versa)?
(A) No. Replacement is limited to the same location.

SHUTTLING

(Q) On page 37 of the printed Rulebook, the entry for "shuttle" says that it happens during the Starship Battle Phase, while on page 20 is says shuttling is a Blockade Phase action. Which is correct?
(A) Shuttling is a Blockade Phase action. Page 20 is correct. The version of the Jedi Knights Premiere Rulebook available on our website has the Glossary entry corrected.

(Q) Can I shuttle my character from the site to aboard a starship at the system?
(A) No.

CONTROL CHECK

(Q) When exactly does the doubling of my total power for my Hero at the site happen during a Control Check?
(A) Add all the possible modifiers from the game texts of all cards in play to your total power at the site and then double that total power. Doubling the power is the last part of the calculation.

(Q) What happens to the system and site cards when a Control Check results in a tie?
(A) Each player places his version of the planet location in his Theme pile. In other words, no one "scores" the planet by putting their copy under their used Force cards. (In a team game, the planet locations can be placed in either team member's Theme pile.)

(Q) Can I win a Control Check with no characters at the site?
(A) Yes. Winning a Control Check is based solely on total power, not where it comes from. Cards like Rancor's Tooth, Devastator, or End This Destructive Conflict add to your power whether you have a character at the site or not. (NEW)

WEAPONS

(Q) Can a weapon which has been played this turn also be transferred this turn?
(A) No.

(Q) Does a character/starship need a weapon card to initiate or participate in a battle?
(A) No. Conceptually, character/starship cards have sufficient weapons to initiate or participate in battle at all times. Weapon cards are simply an "upgrade" allowing special game-related functions.

(Q) How many times in a turn can one character/starship fire a weapon?
(A) Each character/starship with a weapon may fire that weapon once per battle, even if that character/starship is in more than one battle in a single battle phase.

(Q) Does firing a weapon require any card or cards to rotate?
(A) No. Neither the character/starship nor the weapon card must rotate to fire the weapon.

(Q) Can a character/starship which is rotated fire a weapon?
(A) Yes.

MULTIPLAYER

(Q) Once we have chosen our Force cards, can I share credits with my teammate?
(A) No. The credits from your Force card must be used only to play your cards. (You may play a weapon card under your teammate's card.) The same is true for the draw number on your Force card; you may not share card draws with your teammate.

(Q) During the Final Conflict, can my teammate and I pool the bonus credits from the planets we have won?
(A) No. Each location card must be assigned to one player or the other, however the two teammates decide. Those credits may not be divided or shared.

INDIVIDUAL CARD RULINGS

A Real Bargain

(Q) Since this card limits the number of cards that may be drawn during a Deploy Phase, what is exactly defined as drawing a card?
(A) Only actions defined as "draw the same number of cards" or "draw up to three cards" or "draw three cards" are defined as card draws. Drawing destiny is not "drawing a card." Even though we use the word "draw" in the description of the action, this is not a conventional card draw in the literal sense. It is actually a "reveal top card of draw deck and take into hand" action. Also, phrases such as "take one of them into your hand" do not describe card draws.

AF-27 • Motivated Trooper

(Q) When this character is armed with an E-Web Blaster, how many times may that E-Web Blaster fire in a single battle?
(A) Twice only (not four times).

AT-AT

(Q) Can you choose a character that has already fired a weapon in the same weapon step?
(A) Yes. This event prevents the chosen character from firing a weapon only for the rest of the weapon step. (NEW)

Bossk's Mortar Gun

(Q) If the opponent has only one supporter, can this weapon take out both characters with one shot?
(A) No. You may not target the attacker/defender until all supporters are defeated.

C-3PO * Fluent in Six Million Forms of Communication

(Q) May I play a weapon card under this card?
(A) Yes. Although other versions of this character say "May not play weapons under here" (or the equivalent), there is no such restriction on this version of C-3PO. (NEW)

C-3PO • The Professor

(Q) May I play a weapon card under C-3PO?
(A) No. The phrase "May not use weapons" is equivalent to "May not play weapons under here."

(Q) When C-3PO's game text discards my tactical bonus, can I play another?
(A) Yes. Your attacker or defender may have only one tactical bonus under it at one time, but if that tactical bonus is discarded, you may play another. You may only use one tactical bonus, but you may play more than one during a single battle.

C-3PO • Token of Luke's Goodwill

(Q) May I play a weapon card under this card?
(A) Yes. Although other versions of this character say "May not play weapons under here" (or the equivalent), there is no such restriction on this version of C-3PO. (NEW)

Collecting His Payment

(Q) If A Real Bargain is in play and X > 3, can I play this event?
(A) No. (NEW)

Darth Vader • Emperor's Sinister Agent

(Q) If this card replaces Tarkin as the defender when Tarkin is supported by one or more characters, what happens?
(A) When your character/starship is replaced as a defender and the new defender has more supporting cards than it has leadership, you must reduce the number of supporting cards to match the new defender's leadership (which may be none). Supporting cards in excess are immediately removed from the battle (you choose which cards if necessary) and those cards are not readied.

Darth Vader • Sith Warrior

(Q) Who chooses whether my opponent discards two cards or one card at random?
(A) Your opponent.

Death Star

(Q) If the Death Star is defeated while other starships are supporting it, what happens?
(A) The battle is immediately over and all such supporting starships are defeated.

Destroy Them Ship to Ship

(Q) When I play Destroy Them Ship to Ship, if my opponent has 8 or fewer cards in hand, can my opponent choose to discard from hand (thus having no effect) instead of discarding a starship from play?
(A) No. Your opponent must have more than 8 cards in hand to choose to discard from hand.

Dewback Patrol

(Q) Is the power bonus from this Event based on the number of Troopers supporting when I play this card or the number of Troopers surviving until the Power Step?
(A) Weapon Step Events like Dewback Patrol stay in play until the end of the current battle. So the power of your supported character is recalculated when you play a Dewback Patrol, and recalculated every time a Trooper is added or subtracted.

Droid Detector

(Q) Does a Droid have to be in play when I draw cards in the Draw Phase in order for this Event to add 1 to the draw number on my current Force card?
(A) Yes.

Emperor Palpatine • Sith Master

(Q) When I choose a character using the Emperor's game text, does that character have to be part of the same battle that the Emperor himself is in?
(A) No. Any unsupported opposing character at the same location may be chosen. (NEW)

Farseeing • Luke

(Q) When this card has its effect, is it then discarded?
(A) Yes.

Force Defense • Emperor

(Q) When this card has its effect, is it then discarded?
(A) Yes.

Force Defense • Obi-Wan

(Q) When this card has its effect, is it then discarded?
(A) Yes.

Full Throttle

(Q) If I have more than one copy of this Event in play during the Power Step of a battle, may I draw more than one destiny?
(A) Yes, you may add one destiny for each copy of Full Throttle in play at that time. Remember to discard them all when the battle ends.

Grand Moff Tarkin • Destroyer of Alderaan

(Q) When do I choose which pile to play a Trooper from?
(A) You may look through either or both piles first before you choose which to play from.

Good Shooting, Wedge

(Q) Does Wedge have to be in play in the Power Step to get the power bonus for my attacker or defender?
(A) No.

Han's Blaster Pistol

(Q) This card says, "you may draw two cards for weapon destiny, choose one to use and discard the other," how does that work?
(A) You must declare whether you are drawing two or one before you make any draw for this weapon.

Heal Another • Yoda

(Q) When this card has its effect, is it then discarded?
(A) Yes.

Help Me, Obi-Wan Kenobi

(Q) When you discard this card from play to take "the topmost droid or Jedi" into hand from discard pile, do you get to choose whether you want the topmost droid or the topmost Jedi?
(A) No, you cannot choose between droid and Jedi. If you have both a droid and Jedi in your discard pile, you must take the topmost of those cards. (NEW)

Hound's Tooth

(Q) When this card says "any duplicate cards," does that mean all copies of duplicate cards found there? Can this card discard my Hero? Are Ponda Baba • Doesn't Like You and Ponda Baba • Quick Draw considered to be duplicates?
(A) Yes, all copies of non-Hero cards are discarded. For example, if you have two copies of Blaster Rifle in your Theme pile when I play Hound's Tooth, you must discard both of them. However, if you have two copies of your Hero there, neither of them are discarded. For purposes of this card, "duplicate" means same title and subtitle.

Iasa, Jawa Merchant

(Q) Does Iasa have to be in play when I draw cards in the Draw Phase in order for him to add 1 to the draw number on my current Force card?
(A) Yes.

IG-2000

(Q) Can I use this card to intimidate if my opponent has less than 3 ready non-Hero characters?
(A) Yes, you may use this card to intimidate just like any other Capital, without choosing three cards. (NEW)

(Q) When I use this card to intimidate, can one of the three cards I choose be a rotated character?
(A) No. When you intimidate with IG-2000 and choose three cards, each of those cards must be a ready non-Hero character. (NEW)

Imperial Precision

(Q) If I have already fired the maximum number of times a weapon may fire, does Imperial Precision allow me to fire that weapon again? If I use Imperial Precision to fire a weapon, may I then fire that weapon as normal as my next Weapon Step action?
(A) Yes to both questions. The extra weapon shot provided by this Event is in addition to a weapon's normal allotment of shots per battle, and in no way uses up any of those normal shots.

Kir Kanos • Palpatine's Finest

(Q) If this character is in play, can I ignore game text such as "discard two cards from your hand to ready" on NT-757?
(A) No. Card effects are different from costs. For example, the discarding of cards to ready NT-757 is a cost, not an effect. (NEW)

Leia's Blaster

(Q) Does this weapon's game text add anything to a Rebel supporting Leia?
(A) No. For example, if Leia is supported by two Rebels when she fires Leia's Blaster, her shot is +6 to hit.

Lightsaber Defense • Vader

(Q) Can I play more than one copy of this card to force another draw?
(A) No. Since this card responds to targeting and not a destiny draw, once you have played one copy you cannot respond with another after the destiny draw is made.

(Q) How does this card work when Vader is targeted by Han's Blaster Pistol?
(A) Since this card responds to targeting and not a weapon destiny draw, it happens sooner and mandates which destiny draw will be used. Han's Blaster Pistol still adds its +1 but the Alliance player may not draw two cards for destiny.

Red Two

(Q) Does Red Two add anything to my side's power if my side doesn't have an Event played as a tactical bonus?
(A) No.

Rogue T-47

(Q) Can you choose a character that has already fired a weapon in the same weapon step?
(A) Yes. This event prevents the chosen character from firing a weapon only for the rest of the weapon step. (NEW)

Salacious Crumb • Kowakian Prankster

(Q) When this card says "switch power and defense numbers," how does that work? How many times during a single Weapon Step can I make this switch?
(A) Switch the printed power number of every character in the battle with the printed defense number of that same character (and then reapply all current modifiers). You may only use this game text once per Weapon Step.

Security Check

(Q) Can this card discard two versions of the same character that have different subtitles?
(A) Yes. The match is by card title (which is also the character's name), not by subtitle. (NEW)

Solomahal • Veteran Scout

(Q) When I play this character outside of the Deploy Phase (for example, when a site card enters play), may I use his game text to play a Scout from my Theme pile?
(A) No. You may only play a character outside of the Deploy Phase if game text specifies that character plays for free. Since Solomahal's game text doesn't specify that, you can't play a Scout under these circumstances (even if that Scout has no deploy cost).

Telepathy • Leia

(Q) When this card has its effect, is it then discarded?
(A) Yes.

Zutton • Holojournalist

(Q) What is Zutton's power during a Control Check?
(A) Six, unless there are other modifiers besides his game text. During a Control Check, Zutton is not "in a battle."

RULES FROM SCUM AND VILLAINY

Force Cards

A complete set of orange Force cards is available in this set. Your Force deck may be made up of green or orange Force cards, but all 8 cards in that Force deck must be the same color. Your Force deck must still have eight different numbers (one each of 1 to 8).

Black Force cards are "wild" cards, and they are an exception to the above rule. You may substitute a black Force card for any card with the same Force number in your Force deck.

For example, your Force deck may have 7 orange Force cards and one black Force card. However, your Force deck must still have eight different Force numbers (one each of 1 to 8).

Clarification: You may have more than one black Force card in your Force deck (since there are four different black Force cards in Scum and Villainy, you may have up to four). You may never have green and orange Force cards in the same Force deck.

Starting Events

Some Events have the keyword "Starting." Each Starting Event is limit one per deck. At the start of the game, when you play your Theme card, place all of your Starting Events from your draw deck into your Theme pile. Starting Events are always played from your Theme pile, and never from your hand or discard pile.

The game text of a Starting Event tells you when to play it. For example, "During the Deploy Phase, you may play this Event from your Theme pile." Like a Deploy Phase Event, a Starting Event plays on table and remains in play indefinitely, unless it says otherwise.

Jedi/Sith Powers

Jedi Powers (for The Alliance) and Sith Powers (for The Empire) function much like Events. However, Jedi/Sith Powers do not have Tactical Bonuses, and they may not be used with game text that mentions "an Event card."

Each Jedi/Sith Power has a keyword describing when it may play, like the keywords on Event cards, such as "Deploy Phase" and "Response." These keywords also tell you when to discard that Jedi/Sith Power, just like they do on Event cards.

If a Jedi/Sith Power has the word "OR" in bold in its game text, that creates a second function for that card. Each function is like a separate card, and you choose which function to use when you play the card.

Some Jedi/Sith Powers cancel other Jedi/Sith Powers with game text like, "Plays if your opponent plays a Sense or Control Sith Power. Cancel that card." You must play that card as a response when your opponent plays the described Jedi/Sith Power, and your opponent's Jedi/Sith Power is discarded before it has an effect on the game. Your opponent must still meet any conditions or costs for the play of that card.

Quick Draw Character Cards

"Quick Draw" character cards are named for their subtitle, and they have inset pictures from weapon cards. When that character enters play, you may immediately play that pictured weapon under the character from your Theme pile or your discard pile.

Playing the weapon is part of the same action as playing the character. Playing the weapon is optional, and you don't have to do it when you deploy the character. If the weapon has a deploy cost, that must be paid as normal.

Independent Heroes

The Jabba the Hutt and Boba Fett Theme cards create decks with Independent Heroes. When you build a deck with these Independent Heroes, you may not include any cards from The Empire or The Alliance unless those cards also have a Jabba the Hutt or Boba Fett Theme. A Jabba deck may include any Fett Theme card and vice versa. Playing cards with a Theme different than your own still costs one extra credit.

If you have an Independent Hero, your character cards take precedence over your opponent's character cards. If your opponent has a copy of a character in play, you may play the same character and your opponent's copy is discarded.

Clarification: However, you may not replace another player's Hero character cards (for example, if you're playing Boba Fett as your Hero, you can't use a Boba Fett-themed Darth Vader to replace the Hero Darth Vader of another player).

Clarification: No matter which Theme you're playing, you may always replace another player's version of your Hero with your own. For example, if you're playing Darth Vader as your Hero, you can use your Darth Vader Hero to replace another player's Darth Vader (such as a Boba Fett-themed Darth Vader).

Three-Sided Game Rules

A Jedi Knights game may be played with three sides: The Alliance, The Empire, and the Independent Heroes. You may play a three-player game with one player from each Allegiance, or you may play a six-player game with two players from each Allegiance.

Each player must have a different Hero and Theme from that of all other players. Differently-colored card sleeves help players find their own cards when the game is over.

Only one turn is played on each of the first three planets. (But if you have more time, give it a try with two turns on each!)

Since the game has "three sides," a card that affects "the opposing side," affects both opposing sides.

Game Setup – The Independent side occupies the side of the table next to the site stack, between the other two sides. The Independent players should play their cards to the outside at a right angle to the other players' cards. As in the two-sided team game, teammates should sit side-by-side in a six-player game so they can compare cards and formulate strategies.

If you are the side with the highest Theme number you choose the first location, and the other sides both put copies of their corresponding system cards in the system pile.

Battle Phase – You may initiate an attack against either of the two sides that oppose you. For example, if you are the Independent player, you may attack either The Alliance player's cards or The Empire player's cards.

Your characters and starships may not support cards played by another player, unless that player is your teammate. Similarly, you may not play a tactical bonus under cards played by another player, unless that player is your teammate.

When you rotate a Capital starship to intimidate, you must choose one of the two opposing sides to be intimidated.

Control Check – Your side wins a Control Check when your side has the single highest total power at the site. It's not necessary for your side to have more total power than both the opposing side's combined. If one side controls three planets, that side immediately wins.

Winning the Game – When your side has no characters on the last planet during the Final Conflict, your side is out of the game.

Play continues until only one side's cards remain, and that side wins the game (even if that side controlled no planets prior to the Final Conflict).

How to play Multiplayer

Here's a list of all the different ways to play Jedi Knights:

Two-player, two-sided game

• The Alliance versus The Empire

• The Alliance versus Independent

Three-player, three-sided game

• The Alliance versus The Empire versus Independent

Four-player, two-sided team game

• Two from The Alliance versus two from The Empire and/or Independent

Six-player, two-sided team game

• Three from The Alliance versus three from The Empire and/or Independent

Six-player, three-sided team game

• Two from The Alliance versus two from The Empire versus two Independent

Eight-player, two-sided team game

• Four from The Alliance versus four from The Empire and/or Independent

CARDS WITH CORRECTED GAME PLAY

The following cards have had their gameplay altered from what was originally printed. All versions of these cards must be played according to the following corrections:

Admiral Motti • Fleet Admiral

Premiere card 70U – character card for The Empire
Correction: The game text of this card should read as follows – Your Star Destroyers play for one less credit. Your side's other pilots are power +2. Once per Deploy Phase, you may exchange the topmost starship in your discard pile with a starship, weapon, Event, or Trooper in your hand.

Help Me, Obi-Wan Kenobi

Premiere card 12 R – Event card for The Alliance (Note: the 12 L version of this card is correct as printed.)
Correction: The game text of this card should read as follows – Plays if Leia is at the site. During your Deploy Phase, you may discard this Event from play to take topmost Droid or Jedi of your discard pile into your hand.

SFS L-s7.2 TIE Cannon

Scum and Villainy card A13 139 U – Weapon card for The Empire
(Note: the Premiere version of this card A14 153 U is correct as printed.)

Correction: The game text of this card should read as follows – Plays only under a TIE. While a character is aboard this TIE, this weapon is +2 to hit.

Shadow Three

Scum and Villainy card A16 140 U – Starship card for The Empire
(Note: the Premiere version of this card A17 154 U is correct as printed.)

Correction: The game text of this card should read as follows – PS-29-3 may play aboard. Shadow Three is power +3 while he is aboard. While Shadow Three is in a battle, once per Weapons Step you may peek at the top card of any draw deck. Either replace that card or discard it.

Stay on Target

Premiere card A2 149 C – Independent Event card
(Note: the Scum and Villainy version of this card A1 135 C is correct as printed.)

Correction: The destiny number of this card should be 5.

Force card 7 blue (no game text)

Masters of the Force card - Force card
Correction: The collector's number and rarity of this card is 129 C. (NEW)

Independent Contractors

Masters of the Force card 69 R - Independent Event card
Correction: The game text of this card should read as follows - Plays if the current site is a Spaceport. Your side's Independent Troopers play for one less credit and are power +2 at this site. Discard this event at the end of the next Control Check. (NEW)

X-wing Pilot • Red Squadron

Masters of the Force card 19 R - Alliance Character card
Correction: The game text of this card should read as follows - May play aboard an X-wing that has no Pilot character aboard (then no other Pilot character may play aboard that X-wing). When in battle against Death Star, your starships are power +2. (NEW)

The information in this document is copyrighted by Decipher Inc. 2001; 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.

© 2001 Lucasfilm Ltd & TM. All rights reserved. Used under authorization.

TM, ® & © 2001 Decipher Inc. All rights reserved.