Young Jedi Collectible Card Game - Basic Concept

Basic Concept

Deck Construction

Decks were built using a colored dot system which limited you to only 10 cards from each color group. There were no additional card limitations put in place. There were a total of six dot colors, and the deck limit was a strict 60 cards.

Decipher later introduced the concept of a white or no-color dot which acted as a wild card during deck construction. You were limited to only one wild card replacement per color and a total of six in a deck.

Win Conditions

There were two win conditions in Young Jedi: run your opponent out of cards, or claim two out of the three planets which acted as battlegrounds for the game (Tatooine, Naboo, and Coruscant).

Each character card had a damage value; this was the number of cards you discarded from your draw deck if the character was defeated.

A planet site was claimed if, at the end of any turn, your opponent had no cards in play at that location.

Destiny

A well-recognized Decipher game mechanic was used in Young Jedi. Weapons, unlike in SW:CCG, would not "kill" opposing characters, but instead increased the power of a character and included in most cases a "Destiny" draw. Each card had a number between 1 and 6 in the top right corner. This number when revealed as a destiny draw would then be added to your character's power.

Battle Plan

The mechanic around which combat was based. A battle plan involved each player taking all the character and weapon cards at a site and arranging the order in which they would battle. A "battle card" was usable during this phase of the game and acted as an unknown variable which could change the otherwise predicted outcome of any particular encounter.

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