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Teach Your Friends To Play - Getting Started
07/99 - Justin Pakes (jediknight@decipher.com)


Each one teach one = more fun and more friends to play against!

(If you need to know more about the basic rules of deckbuilding, check out this page. If you think you're ready to see more advanced information, jump ahead.

Whether you've had a Young Jedi demo or not, this article will help you play better.
We'll help you and your friends grow from Young Jedi Padawan to all-round Jedi Masters! Bookmark this page and visit every week. We'll talk about card gaming basics, deckbuilding, powerful card combinations, big characters vs. swarms, rules, tactics, tournament etiquette and lots more.

What the game's all about
The idea behind Young Jedi and most games like it is that there's a whole 'universe' of cards to collect. When you play, you choose from all the cards you have, "customizing" your deck based on the strategy you think will work best! You can play a different deck every time. So it never has to be the same game twice!

Young Jedi is kind of like playing chess, because it's strategic one-to-one battle. But it's different, because each time you play, you get to choose how many Queens, Rooks, Knights and Pawns you want fighting for you!

Here are rules explained for both the basic twenty card demonstration game and for do you need to know above and beyond the 20-card deck game rules that you were taught at the demonstration?

Demonstration Deck Standard Rules
If someone taught you a 20 card one-planet game (or even a 30 card one-planet game straight from the Starter Deck) you should have a reasonable understanding of the basic rules, but you can review them here.

THE CARD TYPES

TURN SEQUENCE

Characters [Deploy cost, power, location bonuses, damage]
Weapons [Deploy cost, drawing destiny]
Battle Cards [Adding power]
Location Cards

{1} Deploy
{2} Battle
{3} Even-Up

Basic Deploy Rules:

Basic Battle Rules:

* How to deploy.
* Maximum of 6 counters each Deploy Step.
* The "Hidden Cards Rule" where you must deploy face-down on your first turn (and turn up at the start of your second turn).

* How to start a battle
* Declaring Battle Cards
* Making your Battle Plan
* Adding up Power
* Taking damage
* Breakthrough

How to win!
If you don't bother to learn the rules, having great cards doesn't matter. You'll lose to players who understand the game better than you do. So, assuming you understand the basics, let's progress with a brief description of the additional elements the full game introduces. Ready to go? Jump to our second article, Six Rules to Remember..



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