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OBJECTIVES
By Mike Reynolds, Game Designer

Death Star II: Fully Armed and Operational

The objectives in Death Star II bring the dramatic confrontation between Luke, Vader, and Emperor Palpatine to your game. Using Bring Him Before Me/Take Your Father's Place, the Emperor tries to cross Luke to the Dark Side.

The Light Side uses There Is Good In Him/I Can Save Him to cross Vader over to his true good self. If either succeeds, the game ends by automatically depleting the opponent's Life Force!

The fine print reveals that a huge destiny draw (12 for Dark Side, 14 for Light Side) is needed to cross Luke or Vader. In fact, it is impossible to draw this without serious help. Enter the rest of your deck: Each player must win several battles in order to lower the willpower of Luke or Vader enough to cross. This feature is handled by Insignificant Rebellion and I Feel The Conflict.


ARTICLES

• A Small Preview of Cards, 6/16
• First Cut, 6/21

Each objective allows easy capture of Luke by Vader, putting both characters in "crossing" proximity. The opponent is also encouraged to deploy Luke or Vader as appropriate. Your Destiny helps the Dark Side in this way by draining the Light Side for three Force each turn Luke is not available for capture. The "tank" nature of Death Star II Luke armed with a lightsaber (along with the extra force activation and force Drain threat) encourages Vader to capture Luke as quickly as possible.

Much playtesting went into the development of these objectives to ensure they are fun, tell a great story, stick to the battle-oriented feel of Star Wars CCG, and are strong in tournament play. Enjoy!

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