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1 STAR WARS THE LIVING CARD GAME SOLO RULES VARIANT Star Wars the Living Card Game is a “Fantasy Flight Games” card game. The following rules have been produced by me, as a fan of the game, to enable a version of the game to be played solo whilst maintaining many of the mechanics of the original game. These rules (the “solo rules”) are intended to be used in conjunction with the rules from the game (the “standard rules”). Where the solo rules do not specify the procedures to be followed in a certain situation then the relevant standard rule or rules should be applied. The solo rules are intended to focus entirely on situations where the treatment of a situation in the solo game differs from the treatment specified in the standard rules. The terms player and Light Side player are used interchangeably and have the same meaning. The term resource token is used interchangeably with the term focus token, and focus tokens are used to represent resource tokens for the Dark Side player. This term has been added to more accurately describe the use of tokens in the gaining resource mechanic added for the Dark Side player. Abbreviations The following abbreviations are used in this document: LS – Light Side DS – Dark Side Un – Unit En – Enhancement Fa – Fate Ev – Event Ch – Character Ve – Vehicle “part pay” – a part paid face up unit card as defined in these rules Golden Rule The application of the Golden Rule applies in exactly the same way in which it does in the standard rules, and therefore where there is a contradiction between the solo rules and the card text then the card text takes precedence. Rules Summary The Appendices to these rules provide a summary of the key changes in each phase of the solo game and are intended as an aide memoire for use when playing the game. It is then hopefully, only necessary to cross refer to the full solo rules in certain circumstances or when specific clarification is required.

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    STAR WARS THE LIVING CARD GAME

    SOLO RULES VARIANT

    Star Wars the Living Card Game is a Fantasy Flight Games card game. The following rules have been produced by me, as a fan of the game, to enable a version of the game to be played solo whilst maintaining many of the mechanics of the original game.

    These rules (the solo rules) are intended to be used in conjunction with the rules from the game (the standard rules). Where the solo rules do not specify the procedures to be followed in a certain situation then the relevant standard rule or rules should be applied. The solo rules are intended to focus entirely on situations where the treatment of a situation in the solo game differs from the treatment specified in the standard rules.

    The terms player and Light Side player are used interchangeably and have the same meaning. The term resource token is used interchangeably with the term focus token, and focus tokens are used to represent resource tokens for the Dark Side player. This term has been added to more accurately describe the use of tokens in the gaining resource mechanic added for the Dark Side player.

    Abbreviations

    The following abbreviations are used in this document:

    LS Light Side DS Dark Side Un Unit En Enhancement Fa Fate Ev Event Ch Character Ve Vehicle part pay a part paid face up unit card as defined in these rules Golden Rule

    The application of the Golden Rule applies in exactly the same way in which it does in the standard rules, and therefore where there is a contradiction between the solo rules and the card text then the card text takes precedence.

    Rules Summary

    The Appendices to these rules provide a summary of the key changes in each phase of the solo game and are intended as an aide memoire for use when playing the game. It is then hopefully, only necessary to cross refer to the full solo rules in certain circumstances or when specific clarification is required.

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    SETUP

    The solo rules are designed to allow the player to play the Light Side (LS) of the force. The Dark Side (DS) of the force player is automated and the relevant aspect of the DS players turn and responses are dealt with in the following rule changes. Although there is no DS player, for the purposes of the solo rules the automation of the DS hand will be referred to as the DS player.

    Select and Create Decks

    The LS player follows the standard rules in terms of the creation of decks.

    The player then follows the following rules for the creation of the DS players deck:

    Select 3 DS objectives from any of those available to the DS player. These should not include more than one neutral objective.

    Take the affiliation card that reflects the majority of the objectives selected. In the event that one Sith, one Imperial Navy, and one Neutral objective are selected then the player randomly selects one of the two affiliation cards.

    Take all 15 cards associated with the three selected DS objectives (the three objective sets). Split these cards into four decks, with each deck containing a single type of card i.e: Units,

    Enhancements, Fates and Events. From here on these decks will be referred to collectively as the four command decks and individually as the Unit deck, the Enhancement deck, the Fate deck and the Event deck.

    Place the command decks on the right hand far side of the play area in order from left to right: Unit, Enhancement, Fate and Event.

    The player should now select a further 35 cards from the remaining cards available to the DS player (excluding the objective cards).

    The 35 cards can be selected from any objective set and any affiliation and it is not necessary to select complete objective sets. The intention is to provide the player with the opportunity to create a wide variety of DS decks with different difficulty levels.

    The final deck of 50 DS cards should include as a minimum:

    18 unit cards; (at least 8 vehicle cards and 8 character/creature/droid cards) 10 enhancement cards; 6 fate cards; and 16 event cards.

    The deck should always contain 6 fate cards and never more than 2 copies of each Fate card. The 18 unit cards must include at least 8 vehicle cards and at least 8 cards which are characters, creatures or droids, but can be comprised of any combination of these types of unit (e.g: 8 characters, or 5 droids and 3 creatures, or any other split of these three types).

    The reveal affiliation step can be missed out of the standard setup.

    Place the balance of the force token with the light side face up and reset the Death Star dial to zero.

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    Prepare Decks

    Prepare the LS deck as discussed in the standard rules. Prepare the DS decks as discussed above. The three DS objectives are shuffled and placed into an objective deck. The DS player will have four command decks (Unit, Enhancement, Fate and Event) as discussed above.

    Prepare the Random Draw Deck as defined later in these rules.

    Select Objective Cards

    The LS player follows the standard rules for the selection of objectives selecting three from the top four of the shuffled LS objectives deck. He then shuffles these objectives and places them face down in his play area one above the next.

    The DS players objectives are placed face down in the DS players area. They are placed on the opposite side of the table facing the LS player and are placed from left to right (rather than above one another as in the standard rules).

    Draw Starting Hands

    The LS player draws his starting hand as per the standard rules with the following exception. The LS player may look at his hand drawn and decide to redraw the entire hand. This is done by returning the dealt hand to the command deck, reshuffling the deck and drawing another 6 cards (termed the second hand). This is referred to as taking a mulligan and is referenced in the standard rules. The LS player must then accept the second hand and cannot redraw again.

    Note: the taking of a mulligan applies to the whole hand of cards and a mulligan cannot be taken unless ALL cards are returned to the deck.

    The DS player has a starting hand of 6 cards comprised as follows:

    Draw the top two cards from the unit command deck and places them face down directly in front of the Unit command deck without looking at the cards.

    Draw the top card from the Enhancement command deck and place it face down directly in front of the Enhancement command deck without looking at the card.

    Draw the top card from the Fate command deck and place it face down directly in front of the Fate command deck without looking at the card.

    Draw the top two cards from the Event command deck and place them face down directly in front of the Event command deck without looking at the cards.

    This creates four stacks of cards directly in front of the four command decks and these are termed collectively as the DS draw decks or the DS hand and individually the Unit draw deck, the Enhancement draw deck, the Fate draw deck and the Event draw deck.

    Leave space at the far end of the table behind each of the 4 command decks to create 4 discard piles. These are referred to collectively as the DS discard piles and individually as the Unit discard pile, the Enhancement discard pile, the Fate discard pile and the Event discard pile. Each time you are instructed to discard a DS card, do so to the appropriate DS discard pile.

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    The DS player DOES NOT lose if he is unable to draw cards. Simply take the discard pile, shuffle and reset the command deck (termed resetting the deck) if there are no cards to draw from when instructed to do so. If at any time there are less than three cards in the Fate draw deck then, at the start of the DS players next turn, reset the Fate deck.

    Reveal Objectives

    The reveal objective cards step is then resolved with the DS players objectives being turned over from left to right and any interrupt or reaction card effects being resolved prior to the next objective being revealed. The LS player then follows the standard rules for revealing objectives.

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    PLAYING THE GAME

    The DS player takes the first turn and the phases of the game remain as per the standard rules.

    Balance Phase

    The Balance Phase remains unchanged from the standard rules.

    Refresh Phase

    The Refresh Phase for the LS player follows the standard rules. The DS players Refresh Phase operates differently from the standard rules. The DS player gains the following resource (focus) tokens during each Refresh Phase:

    one resource token (focus token) for each resource icon on the DS objective cards in play at the start of the phase,

    1 resource token for the affiliation card further resource tokens for any enhancement cards currently in play, put into play or played

    during the current deployment phase. The terms put into play and play are defined in the standard rules; and

    one additional resource token which is not connected to any card or in any way dependent upon the DS players cards in play.

    These tokens are placed in a pile (termed the resource pile or the DS resource pile) behind the 3 active DS objectives in reach of the player and separate from the token pool. The DS player pays for cards from this resource pile returning any tokens to the token pool.

    All shield tokens are removed from the DS play area during the refresh phase as per the standard rules.

    During the LS players Refresh Phase the DS player draws one card from the unit command deck and adds this face down without looking at it, to the DS unit draw deck. This card draw is in addition to any ability which allows the DS player to draw additional cards during the LS players turn.

    Once a DS objective is destroyed it is not replaced; it is turned through 90 degrees in its current position on the table to indicate that the objective is destroyed. The DS player does NOT gain resources from destroyed DS objectives and cannot use the text on destroyed objective cards. The DS player can however, gain resources and use the text on damaged objective cards i.e. DS objective cards which have damage tokens on the card, but where those damage tokens are lower than the value required to destroy the objective. By turning the objective through 90 degrees once it is destroyed, helps to remind the player to ignore the text effects and not draw resources on this card.

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    Draw Phase

    The LS player follows the standard rules in terms of the Draw Phase.

    On the DS players turn the player draws up to the reserve value for the DS deck by filling the relevant draw decks back to their starting levels. Assuming a reserve value of 6 then the draw decks would contain the following cards working from left to right (2 Unit, 1 Enhancement, 1 Fate, 2 Event) respectively. For a reserve value of 7 an additional card is added to the left hand DS draw deck (the Unit deck). In the event that the reserve is greater than 7 then an additional card is added to each draw deck in order from left to right. So for example a reserve value of 9 would see the following draw deck values (3Un, 2En, 2Fa, 2Ev). An additional card being added to the Unit, Enhancement and Fate draw decks. Reductions in reserve values work in a slightly different manner with a card being removed from the Event deck first, followed by the Unit deck and then from left to right. The DS reserve can never be reduced below 5.

    Deployment Phase

    The LS players Deployment Phase remains unchanged from the standard rules. The DS players Deployment Phase follows specific rules which are set out below.

    DS Players First Deployment Phase

    Follow these steps during the DS players first Deployment Phase in a game:

    Reveal the top Unit draw deck card and place it in front of the left hand DS objective facing the player

    Reveal the second Unit draw deck card and place it in front of the middle of the 3 DS objectives.

    The DS player is then required to pay the highest cost of the two units revealed. Assuming he has sufficient resource tokens in his resource pile the tokens are taken from the pile and returned to the token pool. If the DS player has insufficient resources to pay for the unit then the unit is placed face up on the Unit draw deck and the resource tokens are placed on the card to indicate that the unit is not in play, and the cost of the Unit is in the process of being paid (termed a part paid card or a part paid face up unit card).

    After the above steps are completely resolved actions associated with the cards put into play are resolved in turn, and in the order in which the cards were drawn. Actions which would impact cards drawn after the card that is currently being resolved are ignored. Note: a part paid card is not in play for the purposes of any action

    reveal the Enhancement card in the Enhancement draw deck and if this is a resource providing card pay and play this card if sufficient resources exist, even if this means reducing the tokens placed on a part paid face up unit card.

    After the above steps are complete the DS players deployment phase will end.

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    Note: The above mechanic provides the DS player with an initial free unit (the cheapest unit in the unit draw deck being free). Note: The rules around actions should follow the standard rules. i.e. draw a card and resolve the action before drawing the next card. Consequently, by drawing two unit cards it is important to ensure that any action resolved on the first draw does not impact any subsequent card that is drawn.

    DS Players Subsequent Deployment Phases

    During subsequent DS player turns count the number of units in play at the start of the DS players turn.

    If the number of units in play at the start of the DS players turn is less than three:

    reveal the top enhancement draw deck card. If this provides resources pay and place this card if possible.

    reveal the top unit draw deck card and, if sufficient resources exist, pay and place this card. If any resources remain AND the DS player still has less than three units in play then reveal

    the second unit draw deck card and pay and place this card if possible OR If insufficient funds are available place remaining funds on the unit card drawn and leave

    face up in the unit draw deck (this is a part paid face up unit card and as such is not in play).

    If three or more units are in play at the start of the DS players turn:

    Reveal the top enhancement draw deck card, pay and play this card if possible. Reveal the top unit draw deck card, pay and play this card if possible, OR Make a partial payment for the top unit draw deck card and keep the card on the unit draw

    deck as a part paid face up unit card.

    At the end of the DS players Deployment Phase, provided the following set of rules are ALL met, then reveal the top card in the Event draw deck:

    there are less than three cards face up in total across ALL the DS draw decks prior to revealing the Event card;

    there are at least four face down cards in total across ALL DS draw decks prior to revealing the Event card; and

    the DS player has at least one resource token in his pool, or he has, in play, an ability which reduces the potential cost of any event to zero. i.e. the DS player must have the ability to play at least a 1 cost card.

    As soon as ALL of the above conditions are met, regardless of which players turn or which phase these conditions are met, the card is revealed. The card is then paid for and played at the earliest player actions window (as set out on page 30 in the standard rules) at which the minimum conditions for playing the card are met.

    Note: Fate cards in the Fate draw deck will ALWAYS remain face down. Note: Resource match rules do NOT apply to the DS player at any time.

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    Enhancement Cards

    Enhancement cards follow the standard rules. The player decides on which character a DS enhancement card will be played but the character must be eligible for the enhancement and if an eligible recipient exists for the DS enhancement and there are sufficient resources to pay for that enhancement then the player must choose to put that enhancement into play. If an enhancement references a specific unit card then, if that unit card is in play, that enhancement must be played on that card, if not it must be played on another eligible target unit if one exists.

    If more than one eligible unit is in play then the enhancement should be played on the highest cost unit in play.

    For example if Vaders Lightsaber is drawn and Darth Vader is in play, then the player must play the enhancement on Darth Vader. If Darth Vader is either not in play, or the player is unable to play the card on Darth Vader due to other card interactions or rules, then the card will be played on any eligible unit card in play if one exists.

    DS enhancements that attach to LS characters must be played on the LS character with the highest cost that is both eligible and in play.

    All standard rules regarding attachments leaving play apply.

    Event Cards

    The rules regarding the revealing of event cards and the playing of those cards are dealt with in the Deployment Phase section of the rules above.

    As soon as the MINIMUM conditions required to play the card are met then the card should be paid from the DS resources and put into play at the next available Action window. An example of meeting the MINIMUM conditions would be Death from Above. This card provides UPTO two vehicles with an additional point of blast damage when attacking. Therefore as soon as the DS player declares an attack which uses one or more vehicles then this card would be played.

    If the DS player is unable to play a face up Event card during the subsequent two turns then the Event card will be played into the next Edge battle. E.g. If the conditions to trigger the revealing of an Event card occur during the LS players turn but the conditions to play the card are not met in that turn, and in the following DS players turn, the card has not been used AND it is no more likely now that the card will be played than it was directly after it was first revealed, then the card will be played into the next Edge battle.

    Conflict Phase

    As discussed in the standard rules, the Conflict Phase is skipped for the DS players first turn. In future turns the DS player will only ever attack one LS objective. This is the top objective in the LS stack, being the one furthest from the LS player (termed the current LS target objective) unless overridden by the Golden Rule. Details of the resolution of the Conflict Phase and Edge battles are discussed later.

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    Force Phase

    The LS player follows the standard rules in terms of committing LS players to the force. The DS player follows the following rules when choosing to commit players to the force:

    In the first round: commit the DS unit with the most force icons to the force AND if two or more units are in play then commit a second unit to the force, if and only if, one of the uncommitted units has two or more force icons. In which case commit the unit which has the most force icons.

    In future rounds: the DS character with the most force icons will be committed to the force assuming a force card is available. If only one force card remains then the DS player will only commit a character to the force if this would change the current balance of the force (a draw does not count as changing the balance). In the event that the commitment of a third character would change the balance then the DS character with the most force icons will be committed to the force.

    Note: DS Units with no force icons will never be committed to the force. Note: Be sure to include any additional force icons gained from objectives and other cards in play when deciding whether the commitment of an additional DS unit to the force would change the balance of the force. All such known factors (being known to both players) should be taken into account. This means that cards in the LS players hand, not yet in play, would not be counted in this manner. Commitment to the force for the DS player does NOT result in an additional focus token being added to the characters card in the event of readying to strike either in attack or defence. For the LS player the standard rules apply in relation to the placement of focus tokens. All other rules in terms of force card limits and remaining committed whilst the character is in play apply to both the LS and DS players.

    Force struggle rules remain as per the standard rules.

    Winning the Game

    Certain victory conditions have been removed from the game. The following describes the possible victory conditions in the solo game:

    In addition, any victory conditions stated on cards which are not amended by the FAQ and Errata section in the Appendices to these rules will also apply e.g. Rebel Alliance card Trench Run.

    LS Victory All three DS objective are destroyed. DS Victory Death Star dial advances to 12. LS player deck is exhausted.

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    RESOURCES

    Resource generation and resource use rules remain as per the standard rules for the LS player. As discussed above, however, the DS player generates resource tokens to the value of the resource icons on his objective, affiliation and other cards in play plus one additional token. In the event that a DS objective is destroyed it will cease to provide any resources from the time it is destroyed. However, resources gained in previous turns and not used to pay for cards will remain in the resource pile and are available to be spent in future turns. Also note that for the DS player the resource match and spending resource rules do NOT apply. This also means that focus tokens are not placed on objectives, affiliation or other cards in the play area for the purpose of identifying used resources. Focus tokens are, however, used to identify an action that has exhausted an objective, and characters exhausted during the conflict phase.

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    RESOLVING AN ENGAGEMENT

    The player follows the engagement steps as set out in the standard rules and may only declare an attack against an enemy objective if an eligible unit is capable of being declared as an attacker.

    Declaring Objective & Declaring Attackers

    The DS player will only mount one attack per turn and this will always be against the current LS target objective as defined above. All attacking DS units will be declared in this attack. See below for the rule: Declaring DS Attacking Units.

    The LS player follows the standard rules for declaring objectives and attackers.

    Declare Defenders

    The DS player will follow the rules as set out below. The LS player follows the standard rules for declaring defenders, but must also adhere to the Declaring Eligible Defenders rule.

    Declaring Eligible Defenders Rule

    Units are split into several types including: characters, droids, creatures and vehicles, however, for the purposes of the following rule characters, creatures and droids are treated as the same type (collectively termed characters). These two types are termed Unit types. When a defender is declared the player must declare an eligible character, creature, droid or vehicle as defined by the standard rules. However, in addition to this the defender must be of the same Unit type as at least one of the attacking units. For example if the LS player attacks with a Y wing then the DS player must defend with a vehicle unit type. If the DS player attacks with Darth Vader and a Tie Fighter then the LS player may declare any unit as a defender including a droid as droids are treated as if they were characters.

    The DS player will ALWAYS declare a defender if able, in order to avoid receiving an unopposed damage bonus to an objective.

    In order to decide which units defend against an attack use the Declaring DS Attacking Units rule and the Using DS Defenders rule; always ensuring that the Declaring Eligible Defenders rule is also met.

    Declaring DS Attacking Units Rule

    In order to determine whether the DS player attacks, and which unit or units to use in the attack, the player must follow these rules:

    The player notes the LS units in play and capable of striking (ignoring any unrevealed card effects). In general this will mean normal units with one focus token or Elite units with two focus tokens prior to refreshing.

    For each LS unit in play and able to strike on the LS players turn, the DS player will, if able, choose a DS unit in play to defend. Note: the DS player must adhere to the Declaring Eligible Defenders rule above.

    If the DS unit is able to declare more than one defender then the unit with the least number of blast damage icons (including Edge enabled icons) will be selected to defend. In the event

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    of a tie choose the unit with the least number of non-edge enabled blast icons. If it is still tied the player may choose which unit defends.

    Continue to match eligible defending units to LS attacking units until all eligible attacking units have a defender or no eligible defender exists.

    Place all defenders chosen using the above rules directly in front of the DS objectives to denote these units as defenders.

    If the above results in more than four units being declared as eligible defenders then select any units with blast damage icons and, subject to retaining at least two of each unit type as defenders, move the remaining units to attack.

    Any remaining eligible units can now be declared as attackers against the current LS target objective as defined above.

    Using DS Defenders

    When multiple units of the same type have been declared as DS defenders use the following rule:

    If when declaring an LS attack against a DS objective the LS player leaves an eligible unit out of the engagement then the DS player will likewise leave an eligible defender to match against this LS attacker. Assuming that the LS player has not declared an attack against one or more DS objectives during the current Conflict Phase. This happens regardless of whether the player intends to attack another DS objective during the current Conflict Phase or not.

    When deciding which unit to declare as a DS defender, then the unit with the least blast damage icons will be matched to the attacker with the most blast damage icons. If this results in a tie then the unit with the most unit damage icons is selected to defend. In the event that a tie still exists the player may choose which unit to defend subject to the above rules.

    The overriding rule is to ensure that wherever possible an LS attack has an eligible DS defender. Where this is not possible then the LS attacking unit with the least blast damage icons will be the unit not matched with a defender wherever possible.

    Example: the LS attacker has 5 attacking units 3 Characters and 2 Vehicles. The DS player has 4 defending units, 2 of each unit type. In the first conflict the LS player could choose one of several combinations. However, the player should always ensure that a defender is available to match against an attacker. Therefore if the attack involves 1 attacking LS vehicle then the DS player will only use one defending DS vehicle. In this example if the LS player declares 1Ch and 1Ve in the first attack, the DS player will defend with 1Ve to leave each of the attacking units available in a future round of the current conflict phase matched to a DS defender.

    Combination Unit Attacks

    Additional rules have also been added in relation to the resolution of damage and tactics icons and these are relevant in Combination Unit Attacks. A Combination Unit Attack is an attack in which the attacking player declares both unit types as attackers i.e. a vehicle and a character or a vehicle and a droid (remember droids and creatures are treated as characters for this purpose).

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    In Combination Unit attacks it is not possible for the attacking or defending character unit type to cause unit damage to a vehicle. Attacking and defending vehicles can, however, apply their unit damage to a character (including a creature or droid). There is no restriction on the use of tactics i.e. this icon operates as per the standard rules.

    Resolving the Edge battle

    Edge battle rules remain unchanged from the standard rules, except as described below. As per the standard rules the player resolves the following steps in order:

    1. Place Edge cards 2. Reveal Edge stacks 3. Resolve Fate cards 4. Finish Edge battle

    Place Edge Cards

    During the DS players turn as discussed above there will be only one attack against the current LS target objective. Therefore assuming the DS player has drawn cards up to the reserve value in his deck at the start of his turn then a Fate card will be available. This card is placed into the Edge stack face down without being looked at by the player.

    The 50% Rule

    The LS player now has the opportunity to place a card into the edge stack. Assuming the DS player has further cards available to play; then reveal the bottom card in the Fate command deck but do not play this card into the edge stack, instead note whether the revealed card is a Twist of Fate card. If this does reveal a Twist of Fate card then count this card together with the total number of Twist of Fate cards currently in the Fate discard pile, if not, simply count the number of Twist of Fate cards in the Fate discard pile. The number will be zero, one or two. Also note the number of unrevealed Fate cards remaining in the Fate command and draw decks (adding in any Fate card currently played into the Edge stack by the DS player) this will give a number between one and five.

    No. of revealed Twist of Fate cards No. of unrevealed Fate cards in Fate draw deck Zero One Two One N/A 100% 0% Two 100% 50% 0% Three 66% 33% 0% Four 50% 25% 0% Five 40% 20% 0%

    Assuming the percentage in the above table is below 50% and the LS player has chosen to add a card to the Edge stack then the DS player will add a further card if one is available subject to the Playing subsequent cards into the Edge Stack rule below. If the percentage is equal to or greater than 50% then the DS player will pass. This is termed the 50% rule.

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    In the event that the DS player chooses to pass, then the LS player has the option of adding to his Edge stack. If he decides to pass then, as per the standard rules, two consecutive passes bring about the end of the current phase. If, however, he decides to play then, as per the standard rules, the option to add another card to the Edge stack passes to the DS player. In this circumstance another card is revealed from the bottom of the Fate command deck and the table above is checked again applying the same 50% rule as described above. Any cards revealed from the bottom of the Fate command deck as a result of applying the 50% rule are shuffled back into the Fate command deck during the DS players refresh phase.

    Adding Cards to the DS Edge Stack

    Playing the First Card

    The DS player will always play a Fate card into an Edge stack if the DS player is attacking as described above. In Edge battles where the DS player is defending then, if the attacking unit has no Blast damage icons, (regardless of whether they are edge enabled or not) AND the attacking units have insufficient unit damage icons to destroy ALL DS defending units then the DS player will not participate in the Edge battle. Thematically, the Empire does not consider the Rebels attack to be significant and as such it ignores the attack.

    Assuming the DS player does not meet the above condition, the first card added to the DS Edge stack will be a Fate card if available. If a Fate card is not available then the next face down card in the left hand most DS draw deck is added to the Edge stack.

    Note: The defending player may only place cards in the edge stack if a defender has been declared in the engagement. This rule applies to both the DS and LS player (as per the standard rules).

    Playing Subsequent Cards into the Edge Stack

    When deciding whether to play further DS cards into the current Edge stack you will need to create a deck from the remaining unused LS or DS cards. For this purpose we are only interested in the cost printed on these cards and no other attribute e.g. Type etc. Prepare a deck that comprises the following cards:

    Zero cost cards x 6; One cost cards x 8; Two cost cards x 3; Three cost cards x 2; and Four cost cards x 1.

    Place the 20 cards in a draw stack and shuffle the stack (this is termed the random draw stack). Each time the DS player has the chance to add a card to the DS Edge Stack, reset and reshuffle the random draw deck and follow these rules:

    count the number of available DS objectives that can be attacked in the current conflict phase excluding the current engagement (this is termed the DS Objective Value). The answer will be between zero and three.

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    add together the blast damage icons (regardless of edge enablement) on the attacking units which are ready to strike in future conflicts in the current Conflict Phase(termed Future LS Strike Value).

    Count the number of cards remaining in the four DS draw decks (termed the DS Draw Value).

    Cross refer to the tables in the back of these rules which will provide a value between 1 and 4 (termed the DS Edge Value).

    If the 50% rule has not been triggered, take the top card of the random draw stack. If the cost on this card is equal to or greater than the DS Edge value, play an additional card into the Edge stack.

    Note: when placing cards into the edge stack; cycle through the draw decks from right to left, but start with the unit draw deck followed by the Event draw deck, subject to the rule below.

    Face up versus Face down cards in the DS Edge Stack

    When deciding whether to play face up or face down cards into the DS Edge stack follow this simple rule. If the rules concerning playing subsequent cards into the stack are met during the DS players turn, then continue to play face down cards into the DS stack until only two face down cards remain in the DS hand. (Three when the free draw of an additional card at the start of the LS players turn is added). If the DS player decides to play further cards then face up cards will be played until none remain. Where possible, subject to the rule above, the first two cards placed into an attacking edge stack by the DS player will comprise face down cards (one of which will normally be a Fate card).

    The tables in the appendices are used to determine whether cards are played into the Edge stack. In all cases the chance of playing a card into the Edge stack when there are three objectives available for the LS player to attack on his turn is 1 in 20 or 5%.

    When defending, the DS player should start with a minimum of three face down cards and try to play at least one into the first Edge stack leaving the second and third card for defending in subsequent conflicts in the current round. If the DS player meets the above rules regarding playing subsequent cards into the Edge stack leave at least one face down card per DS objective not yet targeted by the LS player in this round. If, however, after playing all other cards from the DS hand the DS player continues to meet the requirements to play further cards then it is possible, if unlikely, that the remaining face down cards will be played into the current Edge stack leaving no cards available to defend against attacks in subsequent conflicts in the current round.

    There are specific rules regarding when the player should add to the DS draw decks and when DS cards are revealed in the DS hand and these are dealt with in the Deployment Phase rules above.

    Note: A maximum of one DS Fate card can be played into each Edge battle. This overrides all the above rules.

    Note: The DS player should have three face-down cards going into the LS Conflict Phase. This normally means that the DS player will have two at the end of his turn and an additional card will be added in the LS Refresh Phase as per the above solo rules.

  • 16

    ADDITIONAL FAQ & ERRATA APPLICABLE TO SOLO GAMES

    Difficulty Levels

    One additional thematic variant that I am also considering is limiting the Light Side player to fewer than 50 cards, but perhaps allow the player to break the rule requiring the use of entire objective sets. I have not fully considered this, but the idea is that the rebels should have fewer resources at their disposal compared to the Empire, however, to give the LS player a chance of winning would require fewer, stronger cards. The LS player would still lose as a result of running out of cards. My main problem with this is I like the idea of objective sets and so I am loath to break from this.

    Dark Side cards

    The general rule for placing tokens on LS units or discarding a card from the LS player is that unless the card text implies that a random card is lost or that a focus token is placed on a random unit, then the player must discard the eligible card with the highest cost value and similarly must play tokens on an eligible unit with the highest cost value. If two eligible units, cards etc. have the same value then the player may choose the target card or unit.

    The Heat of battle

    The player must allocate damage to a LS unit REGARDLESS of whether there was a participating unit in the Edge battle in which this card is played. Therefore even if the attack is unopposed due to the fact that no defender was declared or the declared defenders were all eliminated by other effects, then, provided the LS player still has units in play following the Reveal Edge Stacks stage of the Edge battle, then one damage token must be applied to a LS unit of the players choice.

    Heart of the Empire Objective card

    Ignore the text which states a Light side victory results when this objective is destroyed. The victory rules stated above override the text on this card.

    Dark Precognition

    Add 1 Fate card to the DS players fate draw deck

    Vaders Tie Advanced

    Replace the phrase top card of your deck with top card of the LS deck.

    Black Squadron Pilot

    Must be played on eligible fighter unit as soon as one becomes available, but only if the DS player has another character card in play and capable of defending.

    Emperors Royal Guard

    Must be used to protect the Emperor or Vader, if either card is in play. If neither character is in play then the Royal Guard will protect any character which has blast damage icons.

  • 17

    Emperor Palpatine

    Shuffle the event discard pile and return the top card of the reset command deck to the DS players hand face down.

    ISB Interrogators

    Shield a damaged DS objective. If none are damaged then shield a DS objective of the players choice.

    Rancor

    The wording in brackets amended to read (in the event of a tie which involves an LS unit, then the LS unit is destroyed. If a tie between DS units then the player chooses which DS unit is destroyed).

    Viper Probe Droid

    Add the following wording at the start of this card. If no DS character unit type is currently in play then

    Dark Alliance

    Change text to play this card to gain one resource token.

    Human Replica Droid

    After the DS player wins an Edge battle in which this unit is participating gain 3 resources. This can only be played once whilst the unit is in play. If the unit leaves and re-enters play then this action can be triggered again.

    Backstabber

    Once revealed in the unit deck place the card face up in the unit deck and pay for this unit. Place into play as defined by the action on the card.

    Super laser Engineer

    Add the following to the start of the text on this card:

    After the unit enters play reveal the top two events from the events draw deck and the top card from the enhancement draw deck. Put all revealed cards....

    AT ST

    Draw 1 event card.

  • 18

    SUMMARY RULES TABLE FOR SETUP IN SOLO GAMES

    Setup

    General

    Prepare the Random Draw deck from either LS or DS cards not used. This stack should include: o 6 No cost cards o 8 One cost cards o 3 Two cost cards o 2 Three cost cards o 1 Four cost card (Or a higher cost card if a 4 cannot be found).

    DS Setup

    Select three DS objectives and the objective card sets Split cards into 4 Command Decks (Un, En, Fa, Ev) Select Affiliation card Select 35 other cards (18Un, 10En, 6Fa, 16Ev) from any available DS cards Draw starting cards into 4 draw decks (2Un, 1En, 1Fa, 2Ev)

    LS Setup Follow the rules for the standard setup, however after drawing the starting hand the LS player

    may take a mulligan as defined in both the solo and standard rules.

  • 19

    SUMMARY RULES TABLE FOR PLAYING SOLO GAMES

    Playing the Game

    Balance Phase unchanged

    At anytime during ANY phase if There are less than THREE face up cards across all DS draw decks; AND There are at least FOUR face down cards across all DS draw decks; AND DS Player has at least one resource token or a card enabling him to play an event for zero cost

    THEN Reveal the Top Event card in the Draw deck and play at the next Action phase once the

    MINIMUM conditions for playing the card are met. DS Refresh Phase DS Player receives resource tokens equal to the value of his active (non-destroyed) objectives

    plus affiliation plus any resource providing cards in play PLUS ONE. DS player does NOT replace destroyed objectives.

    LS Refresh Phase DS player draws one unit card and places it face down on the Unit draw deck. LS player replaces destroyed objectives.

    DS Draw phase DS player replenishes draw decks to reserve value, typically (2Un, 1En, 1Fa, 2Ev). If reserve is

    greater than 6 add 1 card to a draw deck starting from the left.

    LS Draw phase unchanged DS Deployment phase First round Reveal both unit cards and pay for the highest cost card. If insufficient funds place face up on

    unit deck and place resources on the card. Reveal Enhancement card and pay and place if it provides resource.

    Subsequent rounds If less than three units in play at start of turn Reveal and play Enhancement if it provides resource. Reveal and play top unit card if sufficient resources. If units in play are less than three and still have resources then reveal and play second unit card

    (or part pay). If three or more units in play at start of turn Reveal and play Enhancement card. Reveal and play or part pay the top unit card.

  • 20

    SUMMARY RULES TABLE FOR CONFLICTS IN SOLO GAMES

    Conflict phase DS Attacking rules ASSESS Review LS unit cards in play and assess based solely on focus tokens on those cards

    which will be eligible to strike on the next LS player turn. MATCH For each eligible LS attacker choose an eligible DS defender (making sure to match the

    type of the attacking unit as discussed in the solo rules above). Where two or more eligible defenders exist select the one with the least blast damage icons. Repeat steps two and three above until all attackers are matched by an eligible defender. MAX If the steps above result in more than four defenders then select additional defenders

    with blast damage icons to attack ENSURING that at least TWO of each type of unit are retained as defenders.

    All units not selected as defenders now attack the current LS target objective.

    DS Defending rules These are similar to the DS Attacking rules above. ASSESS Review LS cards in play and able to strike in future conflicts during the current conflict

    phase. MATCH Where possible match an eligible DS defender to each LS attacker that could be

    eligible to strike in a future conflict in the current conflict phase. Ensure wherever possible that no LS attack will go undefended. Where more than one eligible defender exists, ensure that the units with the least blast damage

    icons are declared as defenders. In the event that there is still more than one eligible defender then match the unit with the highest unit damage to the LS attacker with the highest blast damage.

    DS Force Phase Count the number of DS units committed to the force: No units then commit the unit with the most force icons to the force. One unit (1st round) then commit a second unit if it has two or more force icons. Choosing the

    unit with the most force icons if two or more units are eligible. One unit (2nd round onwards) commit a second unit with one or more force icons. Two units only ever commit a third unit if it would change the balance of the force. Draws do

    not count. If a unit is committed in the round, cycle through the rule again to check whether another unit should be committed in this round.

  • 21

    Edge Battles If DS player is attacking:

    Is a Fate card available in the

    draw deck?

    Yes No

    Play face down fate card

    Play face down card from the left hand

    most draw deck

    LS Players Turn. Does LS player decide to play a card?

    Was the point cost on the card drawn

    greater than or equal to the DS

    Edge value?

    Calculate the DS Edge value using the DS Objective value, the Future LS Strike Value and

    the DS Draw value

    DS Player does not play a card

    Did DS player play Fate card into Edge

    stack?

    Draw bottom card of Fate Command deck.

    Was the 50% rule triggered?

    Draw a card from the Random Draw

    stack

    Yes No

    Yes

    No Yes

    No

    Yes

    DS Player plays a face down card

    Are there at least as many face-down cards as Ds objectives yet to be engaged this round, or if

    Yes

    No Is a face up card available in the

    DS draw deck?

    Yes

    DS Player plays a face up card

    Note* - The three DS cards face-down in the draw decks includes the card drawn at the start of the

    LS players Refresh Phase

  • 22

    If DS player is defending:

    Do LS attacking units have blast

    icons?

    Yes No

    Play face down fate card

    Do LS attacking units have sufficient unit icons to

    destroy all DS defenders?

    LS Players Turn. Does LS player decide to play a card?

    Was the point cost on the card drawn greater than or equal to the DS Edge value?

    Calculate the DS Edge value using the DS Objective value, the Future LS Strike Value and the DS Draw value

    DS Player does not play a card

    Did DS player play Fate card into Edge

    stack?

    Draw bottom card of Fate Command deck.

    Was the 50% rule triggered?

    Draw a card from the Random Draw

    stack

    Yes

    Yes

    No Yes

    No

    Yes

    DS Player plays a face down card

    Are the number of face down cards in the DS Draw deck greater than the remaining DS

    objectives that can be engaged in the current conflict phase?

    Yes

    No Is a face up card available in

    the DS draw deck?

    Yes

    DS Player plays a face up card

    No

    Yes Is a fate card available in the draw deck?

    Play face down card from the left hand most draw deck

    Yes

    No

    No

  • 23

    ADDITIONAL TABLES APPLICABLE TO SOLO GAME

    The tables below are used in deciding whether to play additional cards into the DS Edge stack. The number in the grey box represents the remaining number of cards in the four DS draw decks (DS Draw Value). Cross refer the DS Draw value, DS Objective Value and Future LS Strike Value to calculate the DS Edge Value.

    4+ Future LS Strike Value DS Objective value 0 1 2 3 4+

    0 1 1 1 2 3 1 1 2 2 3 3 2 1 2 3 3 4 3 2 3 4 4 4

    3 Future LS Strike Value DS Objective value 0 1 2 3 4+

    0 1 1 2 2 3 1 1 2 3 4 4 2 3 4 4 4 4 3 3 4 4 4 4

    2 Future LS Strike Value DS Objective value 0 1 2 3 4+

    0 1 2 3 3 4 1 3 3 4 4 4 2 4 4 4 4 4 3 4 4 4 4 4

    1 Future LS Strike Value DS Objective value 0 1 2 3 4+

    0 2 3 4 4 4 1 4 4 4 4 4 2 4 4 4 4 4 3 4 4 4 4 4