How to Play the Star Wars Trading Card Game

The "Star Wars" trading card game allows players to take on character roles in the "Star Wars" saga. Players assemble decks based around the dark and light sides of the Force, the mystical power that drives all things in the "Star Wars" Universe. The decks are constructed of cards representing units, ships, characters and other facets of "Star Wars." Using these decks, players vie for control of areas that are important to the twin sides of the force.

Things You'll Need

  • One light side deck of at least 60 cards
  • One dark side deck of at least 60 cards
  • Six-sided dice
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Instructions

    • 1

      Decide which side of the Force each player will use. The dark side always goes first and wins all ties. These sides will switch after each match.

    • 2

      Shuffle both decks separately. The cards must be kept together and not switched between decks.

    • 3

      Draw seven cards. Each player will draw a full hand of seven cards from their deck to begin the match.

    • 4

      Take turns, beginning with the dark side, deploying one unit to each of the arenas. The arenas are three separate spaces in the play area that represent dark, light and ground zones. Deployment continues until the build costs, located in the upper right corner of unit cards, reach 30 for one player.

    • 5

      Untap any tapped cards and gain 4 Force credits during the "ready" phase. Force credits are spent to activate the abilities of characters or special units and may be represented by tokens.

    • 6

      Roll a die for build points. These points will determine what additional cards may be played this turn.

    • 7

      Build any additions using the build points by playing the card in one of the areas. The dark side builds first, then the light.

    • 8

      Tap units to declare attackers. Attackers with the highest speed attribute attack first. Attackers must choose their target and announce abilities at this time.

    • 9

      Roll dice equal to the power rating of the attacker. Any roll of four or more is a hit; three or less indicates a miss.

    • 10

      Place one damage counter on all defenders who have taken damage in the turn. When damage exceeds the defender's health, that defender is discarded.

    • 11

      Repeat play from the ready phase, beginning a new turn until someone has won the game.

    • 12

      Win the game by controlling two of the three arenas. Controlling an area means that only your units are present and all enemies have been driven off or destroyed.

    • 13

      Play again with the sides switched. The player who wins two out of three matches is the game winner.

Tips & Warnings

  • Each player must bring both deck of both sides for tournament play. This helps rectify any imbalance between the sides.

  • All decks must contain at least 60 cards with no more than four of any single card, and only one side of the Force may be represented in that deck. Any deck violating these rules will be disqualified in most matches.

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