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First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''TabletopGame/MagicTheGathering'' and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).

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First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''TabletopGame/MagicTheGathering'' and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy.Literature/TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).
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Removed "This Troper"


* HeelFaceTurn and FaceHeelTurn: As the Light Side, you can cross over Vader (with two different cards, one of which is a NonStandardGameOver for the Dark Side). As the Dark Side, you can cross over Luke (with two different cards, one of which is a NonStandardGameOver for the Light Side). You can also steal things. Finally, you can win ships, weapons, aliens, and droids in sabacc (sorta like blackjack). This troper remembers winning the ''Executor'' and Force draining every single ''Executor'' site in play.

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* HeelFaceTurn and FaceHeelTurn: As the Light Side, you can cross over Vader (with two different cards, one of which is a NonStandardGameOver for the Dark Side). As the Dark Side, you can cross over Luke (with two different cards, one of which is a NonStandardGameOver for the Light Side). You can also steal things. Finally, you can win ships, weapons, aliens, and droids in sabacc (sorta like blackjack). This troper remembers winning It is possible to win the ''Executor'' and Force draining drain every single ''Executor'' site in play.
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Gave proper links to a few of the articles and fixed a minor typo


First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''MagicTheGathering'' and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).

The game reproduced, [[ExactlyWhatItSaysOnTheTin guess what]], ''StarWars''. Players built a deck that was affiliated with either the Light Side or the Dark Side, and duked it out to see who'd win. Unlike ''Magic'', physical location was represented: each "Site" card had an assigned place on the "Space Line", and there were rules about moving to and from various places. {{Mana}} was also handled differently: each Location would passively generate a certain amount of "TheForce" every turn, which each player could activate at the beginning of each turn and then depleted in order to: deploy characters, ships, creatures and weapons; move between locations; attack the enemy; pay damage penalties from battle, and; draw cards (you drew from your Force pile).

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First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).

The game reproduced, [[ExactlyWhatItSaysOnTheTin guess what]], ''StarWars''.''Franchise/StarWars''. Players built a deck that was affiliated with either the Light Side or the Dark Side, and duked it out to see who'd win. Unlike ''Magic'', physical location was represented: each "Site" card had an assigned place on the "Space Line", and there were rules about moving to and from various places. {{Mana}} was also handled differently: each Location would passively generate a certain amount of "TheForce" every turn, which each player could activate at the beginning of each turn and then depleted in order to: deploy characters, ships, creatures and weapons; move between locations; attack the enemy; pay damage penalties from battle, and; draw cards (you drew from your Force pile).



As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match.[[note]]In fact, official tournament rules stated that you had to play one game as each side. What happened if each player won one match? If your opponent won the first round with, for example, 8 force remaining, you could win the overall match if you won the second round with 9 force remaining or more.[[/note]] Nonetheless, the game's popularity suggests that the audience liked it anyway.

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As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} {{TabletopGame/Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match.[[note]]In fact, official tournament rules stated that you had to play one game as each side. What happened if each player won one match? If your opponent won the first round with, for example, 8 force remaining, you could win the overall match if you won the second round with 9 force remaining or more.[[/note]] Nonetheless, the game's popularity suggests that the audience liked it anyway.



The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TheProblemWithLicesnsedGames. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''VideoGame/TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.

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The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TheProblemWithLicesnsedGames. TheProblemWithLicensedGames. This probably has something to do with why LucasFilm [[Creator/GeorgeLucas Lucasfilm]] revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''VideoGame/TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.
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** Bionic Hand provides a good one to TheSixMillionDollarMan.

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** Bionic Hand provides a good one to TheSixMillionDollarMan.''Series/TheSixMillionDollarMan''.
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The game was notable for its madcap sense of humor; much of the game seem to have been written by a DeadpanSnarker. I mean, come on, [[http://www.starwarsccg.org/cards/dagobah/ds/imbalance.gif this card saw print]]. As did [[http://www.starwarsccg.org/cards/dagobah/ls/throughtheforcethingsyou.gif this one]]. (No, you're not seeing things, all the text ''is'' printed upside down.) And this is just from the "Dagobah" expansion.

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The game was notable for its madcap sense of humor; much of the game seem to have been written by a DeadpanSnarker. I mean, come on, [[http://www.starwarsccg.org/cards/dagobah/ds/imbalance.gif this card saw print]].org/cardlists/images/starwars/Dagobah-Dark/large/imbalance.gif]]. As did [[http://www.starwarsccg.org/cards/dagobah/ls/throughtheforcethingsyou.gif this one]].org/cardlists/images/starwars/Dagobah-Light/large/throughtheforcethingsyouwillsee.gif]]. (No, you're not seeing things, all the text ''is'' printed upside down.) And this is just from the "Dagobah" expansion.
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The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TheProblemWithLicesnsedGames. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.

to:

The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TheProblemWithLicesnsedGames. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed'').''VideoGame/TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.
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* As mentioned, you drew cards into your hand from the Force Pile, as many cards as you wanted... but you couldn't put cards back ''out'' of your hand (unless you had a specific Event in play), and drawing too many could leave you "[[FanNickname Force screwed]]", with cool cards in hand but nothing to purchase them with.

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* As [[invoked]]As mentioned, you drew cards into your hand from the Force Pile, as many cards as you wanted... but you couldn't put cards back ''out'' of your hand (unless you had a specific Event in play), and drawing too many could leave you "[[FanNickname Force screwed]]", with cool cards in hand but nothing to purchase them with.

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* ActorAllusion: How do we know that Imperial is Boba Fett's twin brother? They're both played by Jeremy Bulloch.

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* ActorAllusion: How do we know that Imperial is Boba Fett's twin brother? They're both played by Jeremy Bulloch.



* CrowningMomentOfAwesome: Luke redeeming Vader (or Vader corrupting Luke) is such one that, depending on the card you use, it's a NonStandardGameOver.



* GameBreaker: Any number over the years; see LoadsAndLoadsOfRules. Most infamous, though, was the "operative" mechanic--rolled out, with insufficient playtesting (having been a last-minute addition to a set), just before that year's world tournament; discovered to be completely broken ''at'' said tournament ([[CurbStompBattle the hard way]]); errata'd within two months.



* TheProblemWithLicensedGames: averted. Decipher's been pretty good about that in general.



* ScrappyMechanic: Jedi Tests are rarely used, and certainly not enough to make a theme deck out of them. Also, [=TIEs=] with a hyperdrive (Vader's Custom TIE, TIE Defender, TIE Avenger) are generally better-liked than [=TIEs=] without one.
** Also the racial bonuses of ''Jabba's Palace'' never really got off the ground.
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* PlotArmor: any character who is "immune to attrition > X" can basically be used as a MeatShield. Main characters are most likely to be immune to attrition. Again, you see where this is going.

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* PlotArmor: any character who is "immune to attrition > X" can basically be used as a MeatShield.meat shield. Main characters are most likely to be immune to attrition. Again, you see where this is going.
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* KilledOffForReal: Once a unique character goes out of play, no more copies of that character's persona can be put into play for the remainder of the game. For example, if a "Commander Luke Skywalker" was removed from the game, no player can deploy any variant of Luke Skywalker cards any longer.
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** AwesomeYetPractical: However, said 15-Force ''Executor'' is also ''completely immune to attrition'', and is the only such thing in space, ''or'' available to the Dark Side. (Light Side gets Jedi Masters, who are also, as a rule, immune to attrition.)

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As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match.[[hottip:*:In fact, official tournament rules stated that you had to play one game as each side. What happened if each player won one match? If your opponent won the first round with, for example, 8 force remaining, you could win the overall match if you won the second round with 9 force remaining or more.]] Nonetheless, the game's popularity suggests that the audience liked it anyway.

to:

As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match.[[hottip:*:In [[note]]In fact, official tournament rules stated that you had to play one game as each side. What happened if each player won one match? If your opponent won the first round with, for example, 8 force remaining, you could win the overall match if you won the second round with 9 force remaining or more.]] [[/note]] Nonetheless, the game's popularity suggests that the audience liked it anyway.
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too good to last wick removal


* TooGoodToLast
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* ShoutOut: Two to TheHitchhikersGuideToTheGalaxy: one [[http://www.starwarsccg.org/gallery/var/albums/Dagobah/Light-Side/landingclaw.gif subtle]] (check the lower right of the image), one... [[http://www.starwarsccg.org/gallery/var/albums/Cloud-City/Dark-Side/mostlyarmless.gif not so much]].

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* ShoutOut: Two to TheHitchhikersGuideToTheGalaxy: Franchise/TheHitchhikersGuideToTheGalaxy: one [[http://www.starwarsccg.org/gallery/var/albums/Dagobah/Light-Side/landingclaw.gif subtle]] (check the lower right of the image), one... [[http://www.starwarsccg.org/gallery/var/albums/Cloud-City/Dark-Side/mostlyarmless.gif not so much]].

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Trading Card Lame was merged with The Problem With Licensed Games


The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TradingCardLame. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.

to:

The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TradingCardLame.TheProblemWithLicesnsedGames. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed''). A similar committee has done the same for the ''Franchise/StarTrek'' CCG since its cessation in '07.



* TradingCardLame: averted.
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** Decipher had a tendency to respond to overpowered mechanics not by banning some of the offending cards, but by releasing cards which specifically countered that strategy. This was even more true of their ''Star Trek'' card game.

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* MundaneMadeAwesome: Sabacc games can determine the fate of the universe. Especially if the stakes are the ''Executor''.



* WhatDoYouMeanItsNotAwesome: Sabacc games can determine the fate of the universe. Especially if the stakes are the ''Executor''.
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* PowerLevels: Ability scores follow a strict system. {{Muggles}} like Han or Ackbar never get above Ability 3; those with Force potential but no training are 4s. Padawans and others with unfinished training can get up to 5, but 6 is for full-fledged Jedi Knights and/or Sith Lords, and 7 is exclusively Masters.

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* PowerLevels: Ability scores follow a strict system. {{Muggles}} like Han or Ackbar never get above Ability 3; those Those with Force potential but no training are 4s.4s, so {{Muggles}} like Han or Ackbar, despite their awesomeness, never get above Ability 3 (and sometimes have alternative defense values to compensate, such as Boba Fett's Armor rating of 5). [[{{Mooks}} Soldiers]] rarely rise above 1, those with command experience are usually 2, creature vehicles (Banthas, Tauntauns) have fractional ability greater than zero but less than 1 and feral creatures and droids have zero. Padawans and others with unfinished training can get up to 5, but 6 is for full-fledged Jedi Knights and/or Sith Lords, and 7 is exclusively Masters.

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* GlassCannon: The B-wing has five power and two maneuver. Also, Chewbacca has six power and three ability.

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* GlassCannon: The B-wing has five power and two maneuver. Also, Chewbacca has six power and three ability. (A later printing of Chewie gave him a non-standard Defense Value of 4, somewhat reducing the glassiness).
** Dark Side has Kitik Keed'kak, who has Power of 8, Ability of 1, plus he's instantly lost if at the same site as Light Side character Kal'Falnl C'ndros.
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As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match. Nonetheless, the game's popularity suggests that the audience liked it anyway.

to:

As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{Pokemon}} players went to when it got too simple; ''Star Wars'' was where ''Magic'' players went if they thought ''it'' was too simple. Nothing has really replaced it in the realms of NintendoHard CCGs. Of course, that difficulty curve worked against it; it was expensive to get into, hard to play properly, and required you to bring at least two decks to a tournament, since you couldn't guarantee whether you'd be playing Light Side or Dark Side in any given match. [[hottip:*:In fact, official tournament rules stated that you had to play one game as each side. What happened if each player won one match? If your opponent won the first round with, for example, 8 force remaining, you could win the overall match if you won the second round with 9 force remaining or more.]] Nonetheless, the game's popularity suggests that the audience liked it anyway.
Is there an issue? Send a MessageReason:
None


The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TradingCardLame. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed''). A similar committee has done the same for the ''StarTrek'' CCG since its cessation in '07.

to:

The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' and ''LordOfTheRings'' Movies CCG. All three were made by DecipherInc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TradingCardLame. This probably has something to do with why LucasFilm revoked Decipher's license at the end of '01. Expansions for Episodes II and III were never released, though the [[http://www.starwarsccg.org/ "SW:CCG Players Committee"]], an unofficial fan group, has kept the game alive, updating old cards to work with power seep and, in some cases, creating entirely new ones (such as a card for the main character of ''TheForceUnleashed''). A similar committee has done the same for the ''StarTrek'' ''Franchise/StarTrek'' CCG since its cessation in '07.
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* PowerCreepPowerSeep: averted by releasing multiple versions of each character, each one suited for different situations: for instance, Luke comes in "[[http://www.starwarsccg.org/cards/premiere/ls/lukeskywalker.gif Farm-Boy / X-Wing pilot]]," "[[http://www.starwarsccg.org/cards/hoth/ls/commanderlukeskywalker.gif Hoth]]," "[[http://www.starwarsccg.org/cards/dagobah/ls/sonofskywalker.gif training-on-Dagobah]]" and "[[http://www.starwarsccg.org/cards/DS2/LS/lukeskywalkerjediknight.gif Jedi-Knight]]" versions, the last of which is the Ultra-Rare GameBreaker mentioned previously.

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* PowerCreepPowerSeep: PowerCreep: averted by releasing multiple versions of each character, each one suited for different situations: for instance, Luke comes in "[[http://www.starwarsccg.org/cards/premiere/ls/lukeskywalker.gif Farm-Boy / X-Wing pilot]]," "[[http://www.starwarsccg.org/cards/hoth/ls/commanderlukeskywalker.gif Hoth]]," "[[http://www.starwarsccg.org/cards/dagobah/ls/sonofskywalker.gif training-on-Dagobah]]" and "[[http://www.starwarsccg.org/cards/DS2/LS/lukeskywalkerjediknight.gif Jedi-Knight]]" versions, the last of which is the Ultra-Rare GameBreaker mentioned previously.
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* When you drew Destiny, it went to the Used Pile, meaning you could ''legally'' "count your cards" and cycle just enough to get that high-Destiny card back to the top for your next important gamble.
** Destiny was another signature mechanic, and a brave attempt to avert BribingYourWayToVictory. Whenever a character attempted to aim a weapon, resolve an event that involved random chance, or even just win a fight, TheForce was allowed to intervene, in the form of drawing the top card of your deck and checking its "Destiny" value. Rarer / more powerful cards ''always'' had low Destiny values—for instance, [[PowerTrio Luke, Han and Leia]] were ''always'' Destiny 1 (with one exception, an ultra-rare GameBreaker version of Luke). In the ''StarWars'' setting, UnderdogsNeverLose because luck, or the Force, is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.

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* When you drew Destiny, it went to the Used Pile, meaning there was a ''built-in'' LuckManipulationMechanic as you could ''legally'' "count your cards" and cycle just enough cycled Force to get that high-Destiny card back to the top for your next important gamble.
endeavor.
** Destiny was another signature mechanic, and a brave attempt to avert BribingYourWayToVictory. Whenever a character attempted to aim a weapon, resolve an event that involved random chance, or even just win a fight, TheForce was allowed to intervene, in the form of drawing the top card of your deck and checking its "Destiny" value. Rarer / more powerful cards ''always'' had low Destiny values—for instance, [[PowerTrio Luke, Han and Leia]] were ''always'' Destiny 1 (with one exception, an ultra-rare GameBreaker version of Luke). In the ''StarWars'' setting, UnderdogsNeverLose because luck, or the Force, Force is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.
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Is not the genre maker.


First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''MagicTheGathering'''s GenreLaunch and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).

to:

First made available in 1995, the Star Wars Customizable Card Game was one of several FollowTheLeader games released in the wake of ''MagicTheGathering'''s GenreLaunch ''MagicTheGathering'' and (practical) invention of the CollectibleCardGame. Unlike most of those other games, however, ''SW:CCG'' was actually good and enjoyed a decent player base, coming in second only to ''Magic'' itself on the popularity (sales) charts. Decipher managed to release expansion packs for Episodes IV, V and VI, and then spent some time in the StarWarsExpandedUniverse, which at the time had just received an infusion of popularity from the release of the TheThrawnTrilogy. Yes, there is a "Grand Admiral Thrawn" card. They were working their way through Episode I when the game was canceled (more on that later).
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* AwesomeButImpractical: things like the ''Executor''. The one from Death Star II expansion costs ''12 Force'', which is 20% of your deck. The one from Dagobah expansion costs ''15 Force', which is 25% of your deck.

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* AwesomeButImpractical: things like the ''Executor''. The one from Death Star II expansion costs ''12 Force'', which is 20% of your deck. The one from Dagobah expansion costs ''15 Force', Force'', which is 25% of your deck.
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* AwesomeButImpractical: things like the ''Executor''. It costs ''12 Force'', which is 20% of your deck.

to:

* AwesomeButImpractical: things like the ''Executor''. It The one from Death Star II expansion costs ''12 Force'', which is 20% of your deck. The one from Dagobah expansion costs ''15 Force', which is 25% of your deck.
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***... And the 4 Power, 6 Ability Vader with deploy cost 7. He has 5 full lines of drawbacks in the game text - This version can only deployable on Death Star, and if opponent has two or more unique characters in play this becomes a completely useless card. And, when he loses a battle he has a small chance to choke one of YOUR imperials to death at the same site!

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Changed: 588

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* IHaveManyNames: Palpatine has Chancellor Palpatine, Emperor Palpatine, and Darth Sidious, all three of which can be in play at once! Well, it gives the Dark Side another Sith Master, with the associated extra Force activation.

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* IHaveManyNames: Palpatine has Main characters have multiple versions of each of them released, each one suited for different situations. For instance, the following cards are all personas of Luke: "Luke Skywalker", "Commander Luke Skywalker", "Son of Skywalker", "Luke with Lightsaber", "Master Luke", "Luke Skywalker, Jedi Knight", and "Luke Skywalker, Rebel Scout". Only one of these cards can be in play at the same time. It is possible to evolve characters by persona replacing one with a stronger card (higher power and ability) of the same character without any mana costs, but must obey deployment restrictions.
** One and the only exception is Palpatine. The game treats
Chancellor Palpatine, Emperor Palpatine, and Darth Sidious, Sidious as three distinct people, so all three of which them can be in play at once! Well, it gives the Dark Side another Sith Master, with the associated extra Force activation.
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** Just... take a look at the [[http://starwarsccg.org/index.php?option=com_phocadownload&view=category&download=23:advanced-rulebook&id=4:rules&Itemid=149 most current comprehensive rulebook]]...

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** Just... take a look at the [[http://starwarsccg.org/index.php?option=com_phocadownload&view=category&download=23:advanced-rulebook&id=4:rules&Itemid=149 most current comprehensive rulebook]]...rulebook]] that's 158 pages long...
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Added DiffLines:

**Just... take a look at the [[http://starwarsccg.org/index.php?option=com_phocadownload&view=category&download=23:advanced-rulebook&id=4:rules&Itemid=149 most current comprehensive rulebook]]...

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