Star Wars Trading Card Game

The Star Wars Trading Card Game was a game produced by Wizards of the Coast after the license for collectible card games was given to that company. Prior to this, Decipher held the license, and used it to produce the Star Wars Customizable Card Game. Wizards of the Coast, near the end of 2005, announced that the TCG game would be put on a indefinite hold, although they would still retain the license.

WotC still produces the Star Wars Miniatures game as well as the Star Wars Roleplaying Game.

WotC no longer produces the Star wars Trading Card Game. Production was stopped in October 2005. However, a non-profit, player-elected community called the Independent Development Committee, or IDC for short, began making virtual cards that can be downloaded and printed out to continue gameplay. They currently have four expansions available for download.

Game play
In the Star Wars TCG, cards are placed in three different arenas: Space, Ground and Character. The object of the game is to control two of these three arenas. To control an arena, one of the two sides (Light and Dark Side) must be the only ones with cards in that arena, so, if either side has cards in an arena while the other side doesn't, they control that arena. To kill enemy cards, thus removing them from what ever arena they were in and placing them in the discard pile, the cards must fight each other, these battles take place in the arenas- Space cards fight in Space arena, Ground cards in the Ground arena, etc.

Types of Cards
There are seven different types of cards- Space (coloured blue), Ground (green), Character (purple), Battle (red), Mission (yellow), Location (depending on the arena they are played in) and Equipment (silver). Space, Ground and Character cards all fight in their respective arenas (unless using a special ability), Battle cards are cards that can be played at any time to cause an effect (e.g. prevent damage, add extra power), Battle cards normally cost Force, Missions are like battle cards except they must be played at a certain time and then normally cost build points, Location cards give the players a continuous special effect for an arena (e.g. give all neutral units +2 health), you may only have one Location card for each arena, when a Location card is put in to play in an arena where a Location card is already in play, then the old Location gets put in the discard pile, you may, however, have two Location cards in play so long as they are in separate arenas. Equipment cards give bonuses to the units they are attached to (e.g. give +3 power to the unit using this card).

Neutral cards
Neutral cards can be on either side (Light or Dark Side), the side they are on depends on who owns them. If both players have the same card then the cards are contested.

Parts of a Card
On every Space, Ground and Character card (all are called unit cards) on the left side, there are three sets of numbers. The top number (with a small "s" to the right of it) is the speed of the card. The speed determines the order in which the cards can attack or use their special effects in, if it is a draw then the Dark Side goes first. The power of the card (located below the speed and has a small "p" to the right of it) is the amount of dice that can be rolled in an attack. Below the power is the health which is the amount of damage from the attacks that the card can withstand before it is discarded.

To the right of the speed, power and health amounts is the area that contains the special effects that the card has, as well as "flavour text" (text added such as quotes from a character or general information related to the card). For some cards (mainly Characters), there is a small letter in a circle. Some units have more than one version of the same unit (e.g. Yoda has a version A, version B, version C, etc.). If two cards of the same unique unit are played (e.g. Darth Vader A and B), then these cards must be stacked. The top left corner of the card is the unit's build cost (the amount of build points needed to put the unit into play). To the right is the unit's name as well as the arena it is to be played in and the type of unit they are (e.g. Jedi Master, Bounty Hunter). In the top right corner is the side that the card is on (Light, Dark or neutral).

Other information on the card not related to game play is the number of the card from the expansion it is in, and the rarity. The rarity is how hard it is to get that card. Common (shown by a circle) are the easiest to get, followed by uncommon (a diamond) and rare (a star). This information is found at the bottom right of unit cards and on the bottom left of the other cards. Also is the Expansion symbol, depicting which expansion that card comes from. This is found in the coloured section just below the speed and above the power.

Contesting Units
To contest units each player bids Force, if there is two pairs of contested units then the Dark Side chooses which to bid on first. The Dark Side starts by making a bid of zero or more, the Light Side player then makes their bid of zero or more. The bidding goes on until one player stops or runs out of Force (you can’t bid more then your total Force). Once the bidding is ended each player adds up the total build cost of all their units, stacked units count as one, and adds it to the amount of Force they last bid. Which ever player ends up with the highest number wins, as normal, Dark Side wins draws. The player who wins then pays the Force of his last bid and may keeps his contested unit in play. The player who loses retreats their contested unit. The player who loses doesn’t have to pay any Force.

The Zones of Play
Each player has their own zones of play. They are:
 * Deck - Their deck is considered a zone, since cards can be moved, looked at, rearranged, etc. Neither player can look at a deck unless a card says so. A deck should be shuffled before starting the game.
 * Hand - Each player can only look at their own hand. A player 'draws' a card from their deck into their hand. From their hand, a player can build and deploy units, Locations, Missions and Equipment cards. They can also use Battle cards. You can't look at the other player's hand unless a card or ability tells you to.
 * Build Zone - Where you build units into. Partly built cards go here as well as retreated units. Units in the build zone cannot use abilities unless it has the 'Reserves' ability (see below). Generally units cannot attack or be attacked while in the build zone. Partly built cards can only be looked at by the owner of those cards. Retreated or completed cards are face-up. When a unit that has Equipment equipped to it is discarded, the Equipment returns to the owner's build zone (face-up).
 * Discard Pile - Where discarded units, Locations and Equipment cards go, as well as Missions and Battle cards that have been completed. Any player can look at either discard pile at any time. Some cards have abilities which allow them to be put back into the players hand when they are discarded, this normally costs Force.
 * Space zone - Where Space units go and fight. It is shared by both players.
 * Ground zone - Where Ground units go and fight. It is shared by both players.
 * Character zone - Where Character units go and fight. It is shared by both players.
 * Out of game - This zone is not used unless a card tells you to remove a card from the game. Cards here are literally out of the game, as if you weren't playing with them.

Setup
Setup is similar to the building part of the Command Phase. You start of with 30 build points, these can not be saved so it is a good idea to use as many as possible. You start building you your units as you would in the Command Phase, but you may not build Mission, Equipment or Location cards. Unlike in the Command Phase you draw one card and into your hand every time you enter a card into an arena, keeping 7 cards in you hand. At the end, you may partially build a card to use the last few build points. You can't do this mid-way through Setup and you must show the card to your opponent before putting it down. Example: If I have used 28 points, I have 2 left. I spend them on a 7 cost card, leaving it with 5 left.

The Ready Phase
In the ready phase each player gets +4 Force and untaps all their tapped units. The Dark Side should do this first.

The Command Phase
In the Command Phase both players get a chance to build unit and Mission cards. The Dark Side starts, first you draw a card then you collect Bounty and then you pay Upkeep, after this you may build units and Mission cards. To do this you use build points, you may move any Mission or unit card from your hand to your build zone by paying 1 build point, remember to put all cards that are being built face down so that you opponent can not see them, you may only build on cards that are in your build zone, to build on cards in your build zone you just put build points on any card in that zone. When you have a unit with the same amount of build points on it as it costs you may move it in to the appropriate arena (Character, Ground or Space). If you have a Mission card with the same amount of build points on it that it costs then you keep that in your build zone, until you want to use it, unless it says you must do otherwise on the card. You may then rearrange the order of stacked units, this is done by paying Force equal to the build cost difference between the card you want to change and the card it will end up being on top of. Next you move pilots on or off Units, each pilot may only be moved once, but you may move as many pilots as you want. After this you may move cards that have been retreated back into the appropriate arena, this includes cards that you retreated in order to use their Reserves. And finally you may retreat cards into the build zone, remember to put these cards facing upwards, so that you know that they are not being built, and tap them.

The Battle Phase
The Battle Phase begins with a play-or-pass chance where the players are able to play battle cards, use some abilities of cards, and attach Equipment. In this play-or-pass chance, players are also allowed to use Mission and Location cards. After this, the battle begins in the Space arena. The card with the highest speed, if there is a draw between speeds then the Dark Side goes first, may attack an enemy unit by rolling a number dice according to the power, 4s, 5s and 6s are hits, 1s, 2s and 3s are misses (so a unit with 6 power would throw 6 dice, if the dice landed on 2, 2, 2, 2, 5 and 6 then the amount of attack would be two). Before putting on damage, another play-or-pass chance is carried out. After this, damage is then added, and if the damage done is greater than or equal to the enemy's health, then the card is discarded. Some Units have abilities which require them to tap, they may use these instead of attacking. The card with the next highest speed then attacks, until all cards in the space arena have been tapped. The battle then moves onto the Ground arena, where the same formula is followed, then onto the Character. When all Character units have attacked, the turn ends. To begin a new turn you go back to the Ready Phase and repeat.

Winning the Game
The game is won when one player controls at least two arenas, meaning that one player has cards in play in two arenas where the other player doesn't (retreated units are not counted as being "in play"). An arena is contested (uncontrolled) if both players have cards in play, or if there are no cards in play in that arena.

Abilities and Meanings

 * Accuracy X - Add X to each dice. Means the defending unit is hit easier. Example: Accuracy 1 means a unit is hit on a 3, 4, 5 or 6 instead of just 4, 5, 6.
 * Armor - Minus one from all attacking dice (i.e. A unit with one power attacks a unit with Armor and throws a 4, Armor deducts this to 3). Means a unit is harder to hit. Completely negates Accuracy 1. Accuracy 2 behaves like Accuracy 1, etc. Examples: 1. A unit without Accuracy attacks a unit with Armor, and will get hit on a 5 or 6. 2. A unit with Accuracy 2 attacks a unit with Armor, and will hit with a 4, 5 or 6. Basically the opposite of Accuracy.
 * Bombard X - A Space unit can attack a unit in the Ground arena instead of the Space arena with X dice plus affects (other abilities). Means that if you want, you can attack a Ground unit before they attack.
 * Bounty: [Bonus] - When the unit with Bounty causes a unit to be discarded, you gain the Bounty bonus when your next build step starts. You gain the bounty even if the unit with the bounty ability is discarded before your next build step. Examples: 1. Bounty: Draw A Card 2. Bounty: Look at your opponent's hand. Choose one of those cards. Your opponent discards that card. 3. Bounty: This unit gets Critical Hit 2 Until end of turn.
 * Critical Hit X - If you roll at least one natural six (Before changes from abilities like Accuracy), do X more damage. Means you have an chance to do extra damage. Example: A unit with Critical Hit 2 attacks with 4 power. If the roll is either (5,5,4,1) or (6,1,2,1), 3 damage is done.
 * Deflect X - Prevents X damage to your unit and does X damage to a unit of your choice in the same arena. The unit you deflect the damage to can also Evade or Deflect that damage. Usually costs Force to use. Deflected damage may not be more than the damage originally coming in at your unit. Example: A unit with Deflect 4 has 2 damage coming at it, it uses Deflect four, but only 2 damage is deflected.
 * Evade X - Prevent X damage. Means you can 'save' a unit that might otherwise be discarded. Usually costs Force to use.
 * Hidden Cost X - If at least X build counters are on the unit, you may pay the rest of the cost with Force and deploy it at any time. Often used once every other unit in the arena has attacked. If Battle Phase has passed for the arena you deploy it in, you can't attack with the unit. Example: Luke has a Space unit that costs 10 build with Hidden Cost 3 and 4 build counters on it. The Character arena starts and Luke pays 6 Force and deploys it to the Space arena, It cannot attack and the Character battle phase continues as normal. Dark Side has the chance to use Hidden Cost before the Light Side.
 * Intercept - If a unit is attacking another unit in the same arena as the unit with Intercept, that unit now attacks the unit with intercept. Means that you change who gets attacked. Often used to protect slower and more powerful units. Usually costs Force to use.
 * Ion Cannon X - A Ground unit can attack a unit in the Space arena instead of the Ground arena with X dice plus affects (other abilities). Means that if you want, you can attack a Space unit.
 * Lucky X - When the unit attacks or is attacked, you may re-roll up to X dice. Means you get an extra chance to stop damage. You can't re-roll some dice, the re-roll again. If a unit with Critical hit is involved, it is the final die result. Example: 1. A unit with Lucky 2 attacks with 4 dice. Roll is (4,3,2,5). The 2 and 3 are re-rolled and give (1,4). The final roll is (4,5,1,4) - 3 hits. 2. A unit with Critical hit 3 and 5 power attacks a unit with Lucky 3. The roll is (4,4,5,2,3). If you re-roll, there is a chance that one of the die is a 6, which is 4 damage (3 from critical hit, 1 from the 6 itself), which is more than the current 3 damage. The re-roll is thus up to the player and how lucky they feel. Pun not intended.
 * Overkill - Any hits more than the health of the defending unit can be split with another unit in the same arena. Is basically 'splash' damage. Is best used attacking low health units. Armor, Shields and other abilities don't work with the spillover damage.
 * Parry X - If at least one natural '1' is rolled, prevent X damage. (Introduced by the IDC)
 * Pilot - Shown by a symbol followed by the type of pilot (some examples include Speeder pilot, Starfighter pilot and Capital ship pilot), and a list of abilities. This means the Character can pilot a unit in the Ground or Space arena, granting special abilities. The unit it can pilot depends on the type of pilot (For example, Starfighter pilots can only pilot units with the Starfighter subtype). The abilities it grants the unit vary, from speed, power or health bonuses, to abilities listed here and other abilities. You can only move a pilot once during your build step.
 * Reserves - Allows you to play certain abilities inside the build zone (Abilities can't be played in the build zone otherwise).
 * Retaliate X - Do X dice of damage to the attacking unit. You do this after the card attacking the card with Retaliate has attacked and you way whether the unit with retaliate gets discarded during the attack or not. You may only use Retaliate on cards in the same arena as the card attacking. Example: A Space unit with bombard 3 attacks a Ground unit with Retaliate 2, the Ground unit can not use Retaliate because it is in a different arena from the Space unit.
 * Shields X - When the unit with Shields is attacked, The attacking unit gets -X power for that attack.
 * Stun X - When a unit with stun damages another unit the damaged unit gets -X power until the end of that go.
 * Upkeep X - Some units have an Upkeep, this is just a cost that you pay to keep them in play. In the Command Phase you pay X. Bounty hunters are likely to have this.

Expansions

 * Attack of the Clones (TCG)
 * Sith Rising (TCG)
 * A New Hope (TCG)
 * Battle of Yavin (TCG)
 * Jedi Guardians (TCG)
 * The Empire Strikes Back (TCG)
 * Rogues and Scoundrels (TCG)
 * The Phantom Menace (TCG)
 * Return of the Jedi (TCG)
 * Revenge of the Sith (TCG)

Behind the scenes

 * The ability 'Parry' was originally intended for the never-released expansion by WotC (named Rise of the Empire). It was introduced into the game in the IDC's first expansion, Fall of the Republic.
 * The fan-based message board site Rebelbasers.com was first (and only) mentioned in the ROTS rulebook credits.