Hoth
Location Deployment - The Hoth expansion includes
special locations called "marker sites". These sites represent areas outside
Echo Base and have a special sequencing feature called 'marker numbers.'
Marker sites can be brought into play in any order but are laid out sequentially.
Thus, marker numbers indicate where a site must be inserted when it is
deployed. The layout of these "marker sites" and related Hoth Sites are
shown below.
A
"marker site" is any of the seven Hoth sites with a marker number.
An "innermost marker" is a term used to indicate
the lowest-numbered marker site currently on table.
An "outermost marker" is a term used to indicate
the highest-numbered marker site currently on table.
Interior Hoth: Echo sites (except the docking
bay) may deployed on the table in any order.
The
Wampa Cave (7th Marker) is NEVER considered the outermost marker in terms
of shielded Hoth sites
Hoth Energy Shield Rules - The
Hoth: Main Power Generators site produces an energy shield which is 'strong
enough to withstand any bombardment.' This shield protects much of Hoth
for the Light Side by preventing many forms of Dark Side deployment and
movement; however, the Dark Side may deploy or land beyond the shield and
'march in' to Echo Base.
The energy shield will
extend at least as far as the 3rd marker, so an exterior site with a marker
number of 4 or more is needed to establish the shield's boundary. Therefore,
whenever you are about to deploy the Main Power Generators (even as your
starting location), you must check to see if marker 4, 5, or 6 is on table.
If not, you must immediately deploy your 4th marker site -- the North Ridge
-- from hand or Reserve Deck, reshuffling as necessary (if you are unable
to deploy the North Ridge, you may not deploy the Main Power Generators).
The same holds true if you select the Main Power Generators as your starting
location.
When the Main Power Generators
site is face up on table, the energy shield covers all Hoth sites except
the outermost exterior marker site and the Wampa Cave. At shielded sites,
the Dark Side may not:
deploy vehicles, starships or characters (not even spies);
take off or land;
use shuttling, docking bay transit or any other movement that logically
would be stopped by the energy shield (such as Elis Helrot or
Bombing Run); or
add power to battles as a result of starships controlling the system (e.g.,
from the Hoth system location, a Victory-Class Star Destroyer or
Fear Will Keep Them In Line).
The energy shield does
not protect the Light Side from a ground assault 'underneath the shield.'
At shielded sites, the Dark Side may:
move vehicles and characters from site to site;
deploy and use creatures, weapons, Effects, and other cards normally; and
perform any actions not otherwise prohibited by these rules
The energy shield does
not restrict the Light Side in any way (because conceptually the Rebels
can activate and deactivate the shield to allow their own forces to pass).
When the energy shield is not active, both sides can deploy and move to
Hoth normally.
Anakin's
Lightsaber - Because Leia is a Skywalker,
this character weapon will work on any Leia who has ability > 3.
Artillery Weapons - Because
of its bulk and mechanical limitations, an AT-AT may not increase its landspeed
above 1. (This rule was incorporated into the game text of the Blizzard
AT-AT cards in the revised white-border printing of the Hoth expansion
set.)
AT-AT's - Because
of its bulk and mechanical limitations, an AT-AT may not increase its landspeed
above 1. (This rule was incorporated into the game text of the Blizzard
AT-AT cards in the revised white-border printing of the Hoth expansion
set.)
Blown away -- Hoth: Main Power Generators
- When the Hoth:
Main Power Generators site is "blown away,"
the power generators are destroyed (turned face-down);
the Hoth energy shield is deactivated; and
all cards at that site are lost.
Turning the site card face-down
identifies it as an unnamed, exterior Hoth site where cards can still deploy,
battle and move. Its only other remaining usable feature is its marker
number. The site card may not be deployed again (or converted). Also, you
only lose 8 Force only when the site is 'blown away' by Target The Main
Generator, not when it is lost in another way (such as when the Hoth system
location is 'blown away' by Commence Primary Ignition).
'Collapsed' sites -When
an interior site is 'collapsed' (e.g., by Collapsing Corridor), all cards
at that site are lost and its Force icons and game text are canceled. The
site remains in play for other purposes; however, each deployment or movement
to or from that site requires 1 additional Force. A collapsed site is 'rebuilt'
if either player deploys a new copy of that site.
Combat
Vehicles - A
kind of vehicle which is specialized for battle. A combat vehicle must
have a pilot aboard to use most of it's game functions (see pilot).
However, it may be shuttled or moved between docked starships without a
pilot aboard.
'Crashed' - Some
cards can cause a vehicle to crash. A crashed vehicle has no landspeed,
power or maneuver. If the vehicle has armor it is reduced to armor = 2
(see unmodifiable values). A crashed vehicle may not utilize game text,
vehicle weapons or any cards which would logically require the vehicle
to be operational (i.e. Trample, Attack Pattern Delta).
Characters aboard a vehicle
that is crashed are not automatically lost and may disembark during your
move phase. However, if the 'crashed' vehicle is enclosed:
embarking or disembarking requires 1 Force per character and
any character remaining aboard may not use power, ability or game text
that applies to battle.
Because a crashed vehicle
may not utilize game text, any permanent pilot aboard does not provide
ability (or presence). (Remember, if presence is completely removed from
one side during a battle, the battle ends.)
Creatures
- Creatures deploy and move only within their
'habitat' (as defined on each creature's card). Neither presence nor Force
icons are required for deployment. Creatures have a landspeed of 1, and
may move during each of their owner's move phases (for free).
Creatures
-- attacks - Creatures
do not participate in battles (and thus weapons cannot normally target
a creature during a battle); instead, they participate in attacks. Cards
that specifically affect battles do not affect attacks, and vice versa.
Creatures attack only when
they are present with another creature, a creature vehicle or a non-droid
character (even if missing or captured). However, characters aboard any
non-creature vehicles (even open vehicles) are protected from creature
attacks.
Ferocity -- Creatures have a ferocity
number which they use both offensively and defensively. If a creature has
a variable ferocity, such as '3 + destiny,' draw such destiny each time
the creature participates in an attack, or when its ferocity is required
by a card (e.g., Yaggle Gakkle).
There are three kinds of
attacks:
creatures attacking other creatures;
creatures attacking non-droid characters and creature vehicles; and
creatures being attacked.
Attacks do not create battle
damage, attrition or forfeiting, and thus no Force is lost by either player.
Attacking other creatures -- If at any
time two creatures are present together, they immediately attack each other
(unless they are the same kind of selective creature); this is an automatic
action. Compare their ferocity numbers. The creature with the lower ferocity
is 'eaten' (lost). If there is a tie, both creatures are lost.
If there are more than
two creatures present, choose two randomly to attack each other. Continue
the process of creatures attacking each other until there are fewer than
two present (or until they are all the same kind of selective creature).
Attacking non-droid characters and creature
vehicles -- During every battle phase (of both players), each creature
present with one or more non-droid characters and/or creature vehicles
must initiate one attack. If there are targets for the creature to attack
on both sides of the Force, the creature's owner decides which side will
be attacked. If there is more than one potential target on that side, choose
one randomly. Compare the creature's ferocity to the target's power (plus
one destiny if the target has 4 or more ability). If ferocity > power,
the target is defeated. Normally, this means the target is 'eaten' (lost),
although certain cards specify other results of being defeated.
Creatures being attacked -- During each
of your battle phases, your characters, vehicles and starships present
with one or more creatures may initiate one attack against one of those
creatures (your choice). All of your cards that could participate in a
battle at that location participate in the attack. (Your characters, vehicles
and starships may initiate one battle per location and/or one attack per
location.)
Use 1 Force to initiate
an attack against a creature. You may fire applicable weapons at that creature.
Each creature has its own defense value, such as 'SLITHER 5' or 'VICIOUS
HOWL 3.' If the creature is 'hit,' it is lost and the attack is over.
If the creature is not
'hit' by a weapon, calculate your total power in the same manner as for
a battle, including one destiny draw if you have 4 or more ability participating
in the attack. If total power > ferocity + defense value, the creature
is lost.
The destiny draw added
to the target's power for 4 or more ability is added to total power, not
to the character's power. Even a character with power = 0 may add one destiny
in a creature attack if that character has ability of 4 or more.
A creature cannot attack
(or be attacked) during a battle.
Creature Vehicles -Creature
vehicles have ability and thus do not require drivers or pilots. If a creature
vehicle is lost, any characters aboard it may "jump off" (or disembark)
at the same site and survive.
Long-Range
Weapons - Some weapons (i.e. Assault Rifle)
specify that they may target cards at locations other than the weapon's
location. Your warrior, vehicle etc. carrying such a weapon does not have
to be participating in a battle or attack in order to fire that weapon.
However, you must be--
targeting something that is participating in a battle; or
targeting a creature that you are attacking; or
using a special card such as Sniper, Blasted Droid or Target The Main Generator.
This ruling streamlines
and improves the gameplay of the following cards: AT-AT Cannon, Atgar Laser
Cannon, Blaster Scope, Concussion Grenade, Golan Laser Battery, Medium
Repeating Blaster Cannon and Superlaser. These cards now operate more consistently
with other long-range weapons.
If a long-range weapon
allows firing into and/or through an interior site, it is assumed to be
conceptually firing through a door or window.
Long-range weapons may
be used more than once per turn, although they are still limited to once
per battle (like all other weapons).
Mining
Droid Rules - When your mining droid is present
at any site, it may 'lay' (deploy) mines face up there. If the droid is
on a planet, it may also 'bury' (place) mines face down there to simulate
creation of a minefield.
If you have a mining droid
present at an exterior planet site during your deploy phase, you may bury
(place) any number of cards from your hand face down underneath that site.
You may choose to bury 'real' mines, 'duds' (non-mine cards buried as a
bluff) or a mixture of the two. When any character, vehicle or starship
deploys or moves to or across that site, all buried cards there are 'tripped'
(revealed). Any duds are simply lost. Any mines 'explode', targeting the
card that tripped them if applicable (see Timer Mine).
Buried cards are not considered
to be on table. If buried mines are tripped during your turn and you have
a mining droid present, you may choose to 'defuse' any or all of them (at
normal use of the Force) before they explode.
Missing - A missing
character is on table only for rules, actions, or conditions that specifically
refer to missing cards. Additionally, a unique (?) or restricted (??, ???)
missing character still counts towards the restrictions specified by the
uniqueness and persona rules.
A missing character may be
affected by text that specifies "all cards" or "all characters" because
these cards do not "choose" the captive as a target. For example, a missing
character may be lost to TIE Bombing, a Thermal Detonator, a Concussion
Grenade, or an interrupt such as Debris Zone. (See all cards.)
Any non-character cards
deployed on or carried by a character who becomes missing will continue
to count towards the restrictions specified by the uniqueness and persona
rules, but are otherwise not considered to be on table. They are unuseable
and cannot be the subject of any other rule, action or condition. These
cards will revert to their normal functions if that character is later
found. Any character card (except captives being escorted) being carried
by a character that goes missing (for example, Yoda is in Luke's Backpack
when Luke goes missing) is considered to be missing also. If either missing
character is found (or captured, lost) then both would be found (or captured,
lost).
Utinni Effects that targeted
a missing character before that character became missing continue to target
that character normally. An uncompleted Jedi Test will "remember" a missing
apprentice (or mentor) such that if found, the apprentice (or mentor) may
resume Jedi Training from where he or she left off. (see also Search
Party Rules)
Mobile Effect - A
kind of card that has a built-in movement function. Mobile Effects are
not vulnerable to Alter, as indicated by the wording of the Alter card.
Search Party Rules -During
your control phase, you may attempt to find missing characters by forming
and using a search party as follows:
1. Designate one or more of your characters at the same site as the missing
character(s) to be members of the search party.
2. Draw destiny.
3. Add 1 to the destiny draw for each member of the search party (2 if
that search party character is a scout).
4. If total destiny > 5, one of your missing characters there (random selection)
is found and joins the search party.
You may only search where
you have one or more characters missing (you may not search for your opponent's
characters). Members of a search party (including any characters they find)
may not move, search again or participate in a battle you initiate for
the remainder of that turn.
Underground
sites - A kind of site indicated by an
icon
Unique (?) cards - Some
unique (?) cards are available to both sides of the Force (i.e. Ice Storm).
Only one copy of any unique card may be on table at a time, regardless
of which side of the Force it is on.