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