(Rules Continued...)
ADDING BATTLE CARDS TO YOUR BATTLE PLAN
Like weapons, Battle cards also insert into your battle plan and can help your characters defeat their enemies. The difference is that Battle cards come from your hand as a surprise!
When a battle is declared, look in your hand to see if you have any Battle cards you want to use in fights in that battle. Before you put your hand down on the table, take out those Battle cards and place them (face down) on the table next to your characters and weapons. Don't show your opponent the Battle cards you are using - they're a secret! - but you do have to say how many Battle cards you are adding to your battle plan. (The attacker does this first, then the defender.)
When you make your battle plan, put each Battle card to the left of the character you want to use it, just like you do with weapons.
You can use only one Battle card in each fight. If you are using a Battle card and a Weapon card in the same fight, put the Battle card to the left of the Weapon card.
The Battle cards in your starter deck work with your battle droids (your opponent's Battle cards work with his characters). Your Battle cards have two Power bonus dots to tell you to add 2 to your character's Power.
Each Battle card is discarded after you use it.
A LAST WORD ABOUT BATTLE
Battle is an optional part of your turn; you don't have to declare a battle if you don't want to. (But if your opponent declares a battle during his turn, you must defend yourself.)
3. EVEN UP
This is the last step of your turn. After you deploy (or decide not to) and then battle (or decide not to), you always have to bring your hand back to six cards. This means that if you hold less than six, you must draw cards from your draw deck until you have six in your hand. If you hold more than six, you must discard cards from your hand until you get down to six.
Before you draw cards to Even Up, you may discard any Location cards from your hand if you want to. For example...
If you have a Tatooine or Coruscant location in your hand, use this opportunity to discard it so you can replace it with a different card. (If you're wondering why these locations are even in your starter deck in the first place, it's because you're going to need them when you make a 60-card deck for the full game.)
RECYCLING YOUR ENTIRE HAND
Before you draw cards to Even Up, you may discard your entire hand if you want to. You then Even Up by drawing six new cards. This can be helpful when you've got cards in your hand that you can't use right now.
Controlling the Planet
At the end of either player's turn, if you have one or more characters face up on Naboo and your opponent has no characters there, you win control of Naboo! (You can't win control of a planet while your opponent has hidden cards there.)
You can only take control of a planet at the end of either player's turn. So if you declare a battle and knock all of your opponent's characters off a planet during battle, remember to finish your turn before you claim control of the planet.
In the starter game, controlling Naboo means you win the game! In the full game, to win you have to control two planets. So, now that you've got the basics, let's learn how the full game works.
The Full GameOnce you've started to expand your Young Jedi card collection, you'll want to build full, 60-card decks so you can play on all three planets - Tatooine, Coruscant and Naboo. (You and your opponent will each need your own 60-card deck, from opposite sides of the Force.)
The easiest way to make your first 60-card decks is use two Starter Sets combined together. You can use two copies of the same Starter Sets, or two Starter Sets from different expansions - they are all designed to mix and match. This means that any two Starter Set packages together can make a 60-card Light Side deck and a 60-card Dark Side deck that are legal and balanced.
STARTING THE GAME
In the full game, the Dark Side player does not always go first. Instead, both players shuffle their decks, then each player draws destiny. The player who draws the higher number gets to go first. (If the two destiny numbers are the same, each player draws destiny again.)
If you are the player who goes first, you also get to choose which planet and which location to start with. Take any Location card from your deck and put it on the table as the starting location. Both players then shuffle their decks again (including the destiny cards that decided who goes first) and draw six cards to make their hands.
ON TO THE SECOND PLANET!
Gaining control of the first planet is a major victory, but the game is not over yet! In the full game, you need to control two planets for a Planet Victory. (Of course, you still win with a Deck Victory if your opponent's draw deck runs out of cards.)
When a planet has been controlled at the end of either player's turn, it is time to move on to the next planet. Move the controlled planet over to the side of the table, and move the characters and weapons that are still on that planet with it. That planet is no longer the focus of the game (you cannot deploy characters, weapons, effects or locations there, or battle there any more). The characters and weapons remaining there are temporarily "stranded" (until a starship evacuates them; we'll talk about this later).
If you are the player who just lost the planet, you get to choose the next planet location. (You must choose a planet that has not yet been in play. For example, if Naboo was just controlled, look for the Coruscant or Tatooine location of your choice.) You can look for the Location card in your discard pile, your draw deck and/or your hand (usually it's best to take it from your discard pile if you can). If you look through your draw deck, you must shuffle it afterwards.
When you've picked the location you want, put it face up in the middle of the table. Now, you take the first turn at this location. It doesn't matter who took the turn before that - whenever you lose a planet, you always choose the next planet and take the next turn.
The Hidden Cards rule applies at each new planet. (If you deploy any characters, weapons or effects on your first turn there, you must deploy them face down as hidden cards; remember to turn them face up at the start of your next turn. This also applies to your opponent's first turn on that planet.)
ON TO THE THIRD PLANET!
If you control the first two planets, you win the game! But if you and your opponent each control one planet, the game will go on to the third and final planet for the tie-breaker. This works just like before: the player who lost the second planet chooses the starting location for the third one, and also takes the first turn there. And again, don't forget the Hidden Cards rule.
SURRENDER
If you think you are losing a planet and you don't want to suffer any more losses there, you can surrender that planet at the end of your turn (after you Even Up your hand). When this happens, your opponent wins control of the planet just as if he had defeated your last character there; the only difference is that any characters and weapons you have there will also be stranded on that planet when it gets moved to the side of the table.
STARSHIPS AND EVACUATION
Because your characters and weapons stranded on a planet can't battle there, you will probably want to remove them from that planet. Transport starships can pick up all your Character and Weapon cards at a planet and evacuate them from there (back to your draw deck).
You can try to evacuate your cards only during the Deploy step of your turn. First, play a Transport starship from your hand to the planet you want to evacuate (starships have no counters, so this doesn't go against your limit of six).
Next, take all your characters and weapons on that planet and stack them under the Transport (this represents the starship picking up your cards by landing on the planet, or by sending down a shuttle).
Now, your opponent gets a chance to intercept your Transport. If he has a Starfighter card in his hand, he can play it to the table. This starts a starship battle!
In a starship battle, you compare the Power numbers of your Transport and his Starfighter. Your opponent gets to draw destiny to add to his Starfighter's Power, because his Starfighter has a small chance cube beneath its Power number. Your Transport does not have this small chance cube, so you do not add a destiny draw to your Power. (The small chance cube is an easy way to tell the difference between Transports and Starfighters at a glance.)
Only Transports are large enough to perform evacuations, and only Starfighters are maneuverable enough to draw destiny.
If his Starfighter has more total Power, your Transport is destroyed; discard your Transport and all the characters and weapons stacked underneath it. (You also have to discard cards from your draw deck equal to your Transport's Damage number, but characters' Damage numbers are ignored while they are being carried aboard a transport.)
If your Transport has more Power, your opponent's Starfighter is destroyed; it is discarded (and your opponent must discard cards equal to its Damage number).
If the Power totals are the same, both ships survive.
If your Transport survives the battle (or if your opponent didn't try to intercept it), your characters and weapons stacked underneath it have been successfully evacuated. Shuffle them back into your draw deck, where you can draw them again!
Finally, any starships that didn't get destroyed in the starship battle now "fly away" (discard them, but take no Damage).
You can evacuate your cards from any planet (even the current planet, if you really want to try to get cards back into your draw deck). But you can't use a transport where you have no face-up cards to be evacuated.
MORE ABOUT WEAPON AND BATTLE CARDS
In your starter decks, Weapon cards use small chance cubes to add a random amount to a character's Power. But many of the Weapon cards available in Booster Packs use a combination of red Power bonus dots and chance cubes to add Power. Whenever you use one of those weapons, it's easiest to add the Power bonus from the dots first, then draw destiny. (There are also a few Battle cards that use small chance cubes to add Power.)
What if you make a mistake? A Battle card must be discarded if it doesn't come just before a character (or that character's weapon), doesn't work with that character, or doesn't work in the current situation. A Weapon card must be ignored (but not discarded) if it doesn't come just before a character or doesn't work with that character.
Sometimes you might want to put one or more Battle cards in your battle plan even if you know they won't work. This is one way to get rid of Battle cards you don't need right now, so that at the end of your turn you can draw another card.
"FIGHT TOGETHER"
Some Battle cards say they let two or three characters "fight together." When you add one of those Battle cards to your battle plan, put it to the left of the group of characters it works with. (You may have one Weapon card after the Battle card, if the weapon works with the first character in the group.)
During the fighting, when you turn up that Battle card, instead of turning up cards until you get one character, you turn up cards until you get the group of characters. The characters in that group fight like they were one big character:
Add all of their Power numbers together (including any location bonuses); then add the Power bonuses from the Battle card and the Weapon card (if any).
If you have more total Power than your opponent, your opponent's character is defeated.
If you have less total Power, all of your characters that were fighting together are defeated - and you suffer Damage to your draw deck for each of them (unless the Battle card says that only one of them is defeated). What if you make a mistake? For example, suppose you didn't use the right kinds of characters or the right number of characters needed by the Battle card. Or maybe you included more than one weapon or more than one Battle card before the characters. If a mistake like this happens, just discard the first Battle card and put the cards that came after it back on top of your battle plan (in the original order). Then continue with your battle plan normally.
EFFECT CARDS
This expansion set includes a new type of card, the Effect card. Effect cards have game text like a Battle card and they also have counters like a Character or Weapon card. These cards have a yellow deck-building dot, just the same as Battle cards.
You may deploy an Effect card at any time during your Deploy step (even as part of your hidden cards). Just like a Character or Weapon card, the counters on your Effect card use up some of your six counters for that turn.
Some Effect cards (such as Sando Aqua Monster) increase the number of counters you may put into play each turn. You can start to use that benefit right away. (But if you placed it face down because of the Hidden Cards rule, you have to wait until it is turned face up before using it.)
An Effect card is deployed only on the current planet. Place your Effect card near the location card in play on your side of the table. Each player may have only one Effect card deployed at a time.
Effect cards are discarded when the current planet is controlled or surrendered.
Some Effect cards give a bonus to the Power of your characters fighting in battle. If your characters fight together because of a Battle card, each of those characters will receive the bonus.
CHARACTER CARDS WITH GAME TEXT
A few special character cards in the Battle of Naboo expansion set have game text instead of lore. This feature gives each of these character cards an exciting new ability.
Some of these cards use "subtitles" to refer to specific examples of characters. For example, game text that says, "...if Mace Windu, Jedi Master is present" refers only to the Menace of Darth Maul version of Mace Windu, not the versions from The Jedi Council or the Battle of Naboo.
DIAMOND CARDS
Some cards represent people and things in the Star Wars universe that there are lots of: battle droids, blasters, Gungans and so on. You can tell these cards by the diamond symbol in the card title.
You may have as many copies of these cards in play as you want, even at different planets; each copy of the card represents a different individual character or weapon. For example, you might have four copies of the u Battle Droid: Officer, Defense Division card in play, and each of them represents a different battle droid in the Star Wars universe.
STACKABLE CARDS
Cards without the diamond symbol represent people and things that there is only one of in the universe, such as Darth Maul, Jar Jar Binks and Mace Windu's Lightsaber. Naturally, each of these characters and weapons can only be in one place at a time.
For example, if Obi-Wan is stranded on the first planet, you can't deploy another Obi-Wan Kenobi card to a different planet. (This is why Transport ships are so important - they can get Obi-Wan off of that planet!)
Even though these characters and weapons are limited to one planet at a time, there is a way that you can use extra copies of these cards in play. See how the little icon in the top left corner of your Obi-Wan Kenobi card looks like a stack of icons? This tells you that Obi-Wan is stackable, which means you can build a pile of Obi-Wan Kenobi cards on one planet to make Obi-Wan stronger in battle!
When you have an Obi-Wan Kenobi card in play at the current planet and a second Obi-Wan Kenobi card in your hand, you can deploy the second card to your "Obi-Wan stack." (Each card costs its normal number of counters.)
This doesn't mean you have two Obi-Wans. Instead, it means that your Obi-Wan can now fight twice in each battle, because he will come up twice in your battle plan.
For example, the first Obi-Wan card in your battle plan comes up and defeats an opposing character. Then, the second Obi-Wan card takes on the next challenger! This represents how a character in the movie takes on several opponents during the same battle - he swings his lightsaber at the first character, then immediately moves to strike another character with his fist, all in a blur. Stackable characters let you do the same thing in the game!
When you make a battle plan, you can put your Character cards in any order you like. In other words, Obi-Wan does not have to make all of his strikes in a row - he can strike, then let some other characters fight, then strike again!
If Obi-Wan loses one of his fights, discard that Character card as usual (and take Damage to your draw deck), then continue with the battle normally. (Don't discard other Obi-Wan Kenobi cards in your battle plan unless Obi-Wan also loses those fights.) Because Obi-Wan lost one or more of his fights in this battle, he won't be able to strike as many times in the next battle.
When the last card in your Obi-Wan stack is defeated, Obi-Wan has been driven from the planet. But you can deploy more Obi-Wan cards later if you want to.
Many of the stackable characters in the game have more than one Character card across the different Young Jedi expansion sets. Each version of the character has a different location bonus, giving each card its own special strength, depending on where you are battling.
These different versions allow you to fine-tune your decks so you have the bonuses you want for the locations where you plan to battle. (You can stack them in any combination you like.)
Are you wondering if Padm and the Queen go in the same character stack? No, they don't. Because the Queen is often represented by one of the other handmaidens, they are treated as two different character stacks.
Some battle cards let two Character cards from the same stack "add together." This works just like the "fight together" cards, but instead of two different characters fighting together, this represents the same character making two strikes in a single fight (like Darth Maul attacking Obi-Wan both with a Sith Lightsaber and with a flying kick to the chest).
BUILDING YOUR OWN DECKS
Starter decks have already been built for you, so you can start playing the game right out of the box. However, Young Jedi is even more fun when you build your own decks from the many cards available to collect, play and trade.
You can build lots of different kinds of decks, and you can include your favorite characters and things from the movie. Each new deck you build might be all about Obi-Wan, Qui-Gon and lightsabers; or Jar Jar and the other Gungans; or battle droids, Neimoidians and blasters; or Trade Federation tanks; or the Queen and her handmaidens; or Darth Maul and Darth Sidious; or whatever else you can imagine!
Making your own 60-card deck is fun and easy. First, expand your collection with Starter Sets, Booster Packs or Collector's Boxes. (You will probably want to collect all the cards in the Young Jedi Collectible Card Game. This is a lot easier if you trade with your friends for the cards you don't have yet.)
Then, choose 60 cards from your collection that you want in your deck. There are two rules to follow that will make sure your deck has everything you need:
The 6-by-10 rule; and
The three-planet rule.
THE 6-BY-10 RULE
Notice how every card has a colored deck-building dot in the lower right corner of the card. There are six different colors: red, orange, blue, yellow, green and purple. When you build your deck, you must have exactly ten cards for each deck-building dot color. Ten red-dot cards, ten orange-dot cards and so on. So basically, you just pick your ten favorite cards for each dot color. Simple!
Every starter deck has five cards for each dot color. This is why any two 30-card starter decks (from the same side of the Force) can be put together to make a legal 60-card deck!
THE THREE-PLANET RULE
When choosing your ten purple-dot cards, you must have at least one Location card for each of the three planets - Tatooine, Coruscant and Naboo.
Now you know why we gave you Tatooine and Coruscant locations in your Starter Set, even though you don't need them when you play the 30-card starter game.
What if you make a mistake? Each player must have a legal deck to play the game. If you discover during play that a player's deck is not legal, then that player loses that game. But it's easy to fix that deck and play again right away!
COLLECTOR'S INFORMATION
Each card is designed to help you keep track of your collection.
Each expansion set - Menace of Darth Maul, The Jedi Council and Battle of Naboo - has its own expansion set icon.
Each card has its own card number. In the Battle of Naboo expansion, the cards are numbered from 1 to 140 and the diffraction foil insert cards are numbered from F1 to F18.
Each card's rarity is indicated by a symbol:
Rare Uncommon Common
(The 10 cards that are exclusive to Starter Sets have no rarity icon.)
<< PREVIOUS |