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* BrickJoke: Rycar Ryjerd shows up in the very first set of the game as an effect that trains other characters to become smugglers. In the Dagobah expansion, he got a reference in the Utinni Effect "Rycar's Run", with the flavour text, "The infamous smuggler Rcar Ryjerd does this all the time. He's an idiot." Two expansions later, in Jabba's Palace, we get the card Rayc Ryjerd, with the flavour text, "An 'honest' smuggler. Working for Jabba to pay off debts for his ship. Rycar's son. Even more of an idiot."

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* BrickJoke: Rycar Ryjerd shows up in the very first set of the game as an effect that trains other characters to become smugglers. In the Dagobah expansion, he got a reference in the Utinni Effect "Rycar's Run", with the flavour text, "The infamous smuggler Rcar Rycar Ryjerd does this all the time. He's an idiot." Two expansions later, in Jabba's Palace, we get the card Rayc Ryjerd, with the flavour text, "An 'honest' smuggler. Working for Jabba to pay off debts for his ship. Rycar's son. Even more of an idiot."
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* BrickJoke: Rycar Ryjerd shows up in the very first set of the game as an effect that trains other characters to become smugglers. In the Dagobah expansion, he got a reference in the Utinni Effect "Rycar's Run", with the flavour text, "The infamous smuggler Rcar Ryjerd does this all the time. He's an idiot." Two expansions later, in Jabba's Palace, we get the card Rayc Ryjerd, with the flavour text, "An 'honest' smuggler. Working for Jabba to pay off debts for his ship. Rycar's son. Even more of an idiot."
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** Similar to the above was the "capture" mechanic, whereby the Dark Side had numerous cards and abilities focused around capturing Light Side characters and/or ships. The Light Side counter to this was a set of cards that allowed you to free captives (and sometimes rewarded you for doing so), but it was considered a far weaker mechanic than the Dark Side version, because while the Dark Side could build an entire deck around capturing and play it reasonably well, regardless of what their opponent brought to the table, all of the Light Side cards and mechanics were only really useful if you were playing *against* a capture deck, which were never particularly common; if your opponent was running any other deck type, the cards were wasted. This was slightly ameliorated in later expansions to the game, where the Light Side got some objectives/deck archetypes that allowed them to start with one of their characters pre-captured (typically Han or Leia) and use them to fuel the rescue cards, but outside of those specific applications the Light Side "release" cards never saw much use.
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* CripplingOverspecialization:
** "Bullet" cards, which specifically counter a handful of other named cards, were generally not favoured in competitive decks unless the cards they countered were extremely common, as they relied on an opponent playing one of those specific cards; if your opponent simply didn't have that card in their deck, the "bullet" was a waste of a slot that could have gone to a more general card. Decipher eventually took notice of this and tended to give bullet cards alternate effects so they could still be useful if they couldn't be used as counters.
** On a deck level, decks designed around "Attack Run" (a Light Side epic event designed to destroy the Death Star) and "Target The Main Generator" (a similar Dark Side epic event centred around blowing up the Echo Base Shield Generators) tended to be this; if your opponent didn't bring along a suitable target for them (the Death Star and the Main Generators respectively), a central theme of your deck was simply rendered out of commission. Attack Run was not hit nearly as hard by this trope, as the Death Star was both relatively common for Dark Side players early in the game's run (being the only card that gave a base Force Generation of 3 for one side and none for the other) and, once the game grew, the Light Side got their own Death Star card they could play in case the Dark Side player wasn't running a Death Star deck, but TTMG never got its day in the sun, as the Echo Base Shield Generators remained a light-side exclusive card (and one that saw very little use outside of specifically-designed theme decks) for the entirety of the game's run under Decipher (the virtual cards would eventually add a Dark Side version of the card to help ameliorate the issue).
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** There's the 2 Power, 2 Ability Han and Leia. They don't even have ''rules'' text... though they're still Destiny 1. Owch.

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** There's the 2 Power, 2 Ability Han Han, Leia, Tarkin, and Leia.Motti. They don't even have ''rules'' text... though they're still Destiny 1. Owch.
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** ContinuitySnarl: "How do we deal with the fact that Anakin Skywalker and Darth Vader are the same person? Obviously, the Light Side and Dark Side shouldn't both be able to deploy one at the same time, but what do we do when they try?" Decipher hadn't figured out an answer by the time the game was canceled, and ultimately no Anakin Skywalker card was ever released. (While they had done [[http://www.starwarsccg.org/cards/cc/ds/landocalrissian.gif Dark-Side]]/[[http://www.starwarsccg.org/cards/cc/ls/landocalrissian.gif Light-Side]] versions of Lando that worked just fine, the two cards were explicitly designed so that Light-side players could HeelFaceTurn him at any time; Vader was not.)
*** ContinuitySnarl Part 2: The game treats "[[http://www.starwarsccg.org/cards/coruscant/ls/senatorpalpatine.jpg Senator Palpatine]]" and "[[http://www.starwarsccg.org/cards/DS2/DS/emperorpalpatine.gif The Emperor]]" as two different characters, meaning you ''can'' have Dark-Side and Light-Side versions in play simultaneously. It was done that way with Palpatine to illustrate his general chessmaster-ness and ability to seem to be in multiple places at once.
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Moving to YMMV and changing to the correct trope.


* SpellMyNameWithAnS: ''Customizable'' Card Game, not ''Collectible''.

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* UniquenessRule: The number of versions you could have out is denoted by a bullet point; there are characters that you can have two copies of but not more. Eventually extended to the "Persona" rule, preventing there from being more than one (say) Luke Skywalker on the table at the same time. There are some exceptions; later errata, for instance, now allows both a Dark-Side and a Light-Side Lando Calrissian to be in play simultaneously.


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* SeriesContinuityError: Largely subverted in-game. One of Decipher's challenges as the game moved to later parts of the Star Wars saga was the presence of characters that wavered between good and evil, the biggest example being Lando Calrissian - what, exactly, would happen if a player tried to play a character who was already in play, but presently aligned with the other side of the Force? Lando turned out to be a relatively simple example, as the game simply made the Light Side version of Lando take precedence, but things quickly turned into a mess when Decipher found themselves printing cards for Episode I that, at Lucasfilm's insistence, had to integrate with the original trilogy cards. How were they to handle the (Republican) Senator Palpatine being on the board if the dark side player had his evil Emperor Palpatine or Darth Sidious personae in play? And what about Anakin, who was a mere nine years old in Episode I, yet could seemingly be replaced by the evil cyborg Darth Vader? Decipher wound up ducking on both of these questions: for the Emperor, they explicitly ruled that Senator Palpatine was treated as an entirely different persona than his dark side counterpart and both could be on the board at the same time (because [[TheChessmaster Palpatine is just that good at manipulating people]], while Anakin never received a card in any of the game's Episode I expansions purely to avert having to deal with this trope.


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* UniquenessRule: The number of versions you could have out is denoted by a bullet point; there are characters that you can have two copies of but not more. Eventually extended to the "Persona" rule, preventing there from being more than one (say) Luke Skywalker on the table at the same time. There are some exceptions; later errata, for instance, now allows both a Dark-Side and a Light-Side Lando Calrissian to be in play simultaneously.

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* CastFromHitPoints: How the game works, in a sense. Your deck (a.k.a. your Reserve Deck) and its two attendant piles that cards cycle through (the Force Pile and the Used Pile) doubles as your life total, and the game ends when one player no longer has any cards left in any of the piles. Each card that a player draws or plays shrinks that player's "Life Force", reducing the amount of damage they can take from the enemy before they lose the game.



* 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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* GlassCannon: 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 she's instantly lost if at the same site as Light Side character Kal'Falnl C'ndros.
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Trope has been disambiguated.


** 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 ''Franchise/StarWars'' setting, UnderdogsNeverLose because the Force is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.

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** 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 the Force 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 ''Franchise/StarWars'' setting, UnderdogsNeverLose because the Force is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.

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* NighInvulnerable: Jedi and Sith Masters (like the Yoda card mentioned above) are typically "Immune to attrition," no qualifications. Having more Power than them won't cause them to die in battle; you ''have'' to hit them with an aimed weapon, which requires drawing weapon Destiny higher than their ability... which is 7, the highest possible. (Some weapons--lightsabers particularly--allow you to draw ''two'' Destiny, but it can still be a long shot.)



** NighInvulnerable: Jedi and Sith Masters (like the Yoda card mentioned above) are typically "Immune to attrition," no qualifications. Having more Power than them won't cause them to die in battle; you ''have'' to hit them with an aimed weapon, which requires drawing weapon Destiny higher than their ability... which is 7, the highest possible. (Some weapons--lightsabers particularly--allow you to draw ''two'' Destiny, but it can still be a long shot.)
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The game reproduced, [[ExactlyWhatItSaysOnTheTin guess what]], ''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).

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The game reproduced, [[ExactlyWhatItSaysOnTheTin guess what]], ''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" "[[AppliedPhlebotinum The Force]]" 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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* PlotArmor: many unique characters, especially major ones, are "immune to attrition (> X)," with attrition being a game mechanic intended to simulate random battle deaths on both sides.

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* PlotArmor: many unique characters, especially major ones, are "immune to attrition (> (< X)," with attrition being a game mechanic intended to simulate random battle deaths on both sides.
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Attrition has to be paid unless ALL your remaining characters at a given site are immune, so you can't use immune characters as a meat shield.


* PlotArmor: any character who is "immune to attrition > X" can basically be used as a meat shield. 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 many unique characters, especially major ones, are "immune to attrition > X" can basically be used as (> X)," with attrition being a meat shield. Main characters are most likely game mechanic intended to be immune to attrition. Again, you see where this is going.simulate random battle deaths on both sides.
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dewicking disambiguated trope


* FakeBalance: as mentioned, main characters were simply too powerful while on the board. For instance, if you had more than 4 "Ability" on your side in a battle, you get to draw "Battle Destiny," which not only adds to your total Power but causes "Attrition", a penalty which your opponent can ''only'' satisfy by sacrificing a sufficient number of characters as {{Red Shirt}}s. Common characters tend to have 1 Ability, 2 if you're lucky, and generally cost at least one Force to deply. Luke costs only three and has 4 Ability ''on his own''. You can see where this is going.
** 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 (known as "magic bullets" or "silver bullets"). This was even more true of their ''Star Trek'' card game.
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* UniquenessRule: The number of versions you could have out is denoted by a bullet point; there are characters that you can have two copies of but not more. Eventually extended to the "Persona" rule, preventing there from being more than one (say) Luke Skywalker on the table at the same time. There are some exceptions; later errata, for instance, now allows both a Dark-Side and a Light-Side Lando Calrissian to be in play simultaneously.
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YMMV


* [[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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* [[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]]", "Force screwed", with cool cards in hand but nothing to purchase them with.

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Commented out some ZCEs. Star Wars isn't a trope, don't put it in the trope list.


** 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 the Force is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.

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** 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'' ''Franchise/StarWars'' setting, UnderdogsNeverLose because the Force is with them; Decipher built this into the game's rules by putting higher numbers on weaker cards.



* BigNo: [[http://www.starwarsccg.org/cards/cc/ls/noooooooooooo.gif NOOOOOOOOOOOO!]]

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* %%* BigNo: [[http://www.starwarsccg.org/cards/cc/ls/noooooooooooo.gif NOOOOOOOOOOOO!]]



* {{Calvinball}}: Constantly.
* CCGImportanceDissonance

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* %%* {{Calvinball}}: Constantly.
* %%* CCGImportanceDissonance



* DeadpanSnarker: The designers.



* LoadsAndLoadsOfRules: exacerbated by the decision not to issue errata or bans, but instead release other cards that would act as "[[TheOnlyOneAllowedToDefeatYou silver bullets]]" to the problem card. This led to a ''lot'' of cards saying things like, "Do this, '''OR''' cancel [this card] '''or''' [that card] '''or''' [some other card]."

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* LoadsAndLoadsOfRules: exacerbated LoadsAndLoadsOfRules:
** Exacerbated
by the decision not to issue errata or bans, but instead release other cards that would act as "[[TheOnlyOneAllowedToDefeatYou silver bullets]]" to the problem card. This led to a ''lot'' of cards saying things like, "Do this, '''OR''' cancel [this card] '''or''' [that card] '''or''' [some other card]."



* PromotionalPowerlessPieceOfGarbage: sometimes averted, sometimes not. As mentioned, later in the game you could buy starter packs that had midrange versions of the main characters: Luke comes in "[[http://www.swccgpc.com/cards/PREMIUM/Enhanced_Premiere/lukewithlightsaber.gif I can haz lightsaber]]" and "[[http://www.swccgpc.com/cards/PREMIUM/Enhanced_JP/masterluke.gif Jabba's Palace]]" versions.
** ...And there's the 2 Power, 2 Ability Han and Leia. They don't even have ''rules'' text... though they're still Destiny 1. Owch.
*** ... 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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* PromotionalPowerlessPieceOfGarbage: sometimes PromotionalPowerlessPieceOfGarbage:
** Sometimes
averted, sometimes not. As mentioned, later Later in the game you could buy starter packs that had midrange versions of the main characters: Luke comes in "[[http://www.swccgpc.com/cards/PREMIUM/Enhanced_Premiere/lukewithlightsaber.gif I can haz lightsaber]]" and "[[http://www.swccgpc.com/cards/PREMIUM/Enhanced_JP/masterluke.gif Jabba's Palace]]" versions.
** ...And there's ** There's the 2 Power, 2 Ability Han and Leia. They don't even have ''rules'' text... though they're still Destiny 1. Owch.
*** ... And the ** 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!



* SpellMyNameWithAnS: ''Customizable'' Card Game, not ''Collectible''. (Ooh, big deal.)
* StarWars and all associated tropes ([[ExactlyWhatItSaysOnTheTin it's in the name]])

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* SpellMyNameWithAnS: ''Customizable'' Card Game, not ''Collectible''. (Ooh, big deal.)
* StarWars and all associated tropes ([[ExactlyWhatItSaysOnTheTin it's in the name]])

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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 ''Franchise/StarWarsLegends'', which at the time had just received an infusion of popularity from the release of the 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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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 the (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 ''Franchise/StarWarsLegends'', which at the time had just received an infusion of popularity from the release of the 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).



As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{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.

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As you can see, we are talking about LoadsAndLoadsOfRules here. ''Magic'' was the game {{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. [=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 TheProblemWithLicensedGames. This probably has something to do with why [[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.

Creator/WizardsOfTheCoast were the ones to get the ''Star Wars'' license next, and they released a game that was designed by ''TabletopGame/MagicTheGathering'' creator RichardGarfield to be similar to a tabletop miniatures game. While this was a cool idea, the end result was that [[LuckBasedMission dice-rolling]] was the heart of the damage system, so of course you wanted the rare/powerful cards... and that meant BribingYourWayToVictory. This, combined with CCG players' general dislike of dice-rolling, led to the game being canceled within three years, though at least it managed to release a set for all six movies before it went. Meanwhile, Decipher revived ''this'' game's engine in the "WarsTCG" card game, which basically tanked, probably due to the complete lack of brand-name recognition. As of 2006, the ''Star Wars'' CCG and all its derivatives were officially a thing of the past.

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The SW:CCG sidesteps TheProblemWithLicensedGames, as did the ''StarTrekCollectibleCardGame'' ''Star Trek Collectible Card Game'' and ''LordOfTheRings'' ''Film/TheLordOfTheRings'' Movies CCG. All three were made by DecipherInc.Decipher Inc. However, Decipher's next two ''Star Wars'' games, the "Young Jedi" CCG and the "Jedi Knights" TCG, both fell squarely into TheProblemWithLicensedGames. This probably has something to do with why [[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.

Creator/WizardsOfTheCoast were the ones to get the ''Star Wars'' license next, and they released a game that was designed by ''TabletopGame/MagicTheGathering'' creator RichardGarfield to be similar to a tabletop miniatures game. While this was a cool idea, the end result was that [[LuckBasedMission dice-rolling]] was the heart of the damage system, so of course you wanted the rare/powerful cards... and that meant BribingYourWayToVictory. This, combined with CCG players' general dislike of dice-rolling, led to the game being canceled within three years, though at least it managed to release a set for all six movies before it went. Meanwhile, Decipher revived ''this'' game's engine in the "WarsTCG" "Wars TCG" card game, which basically tanked, probably due to the complete lack of brand-name recognition. As of 2006, the ''Star Wars'' CCG and all its derivatives were officially a thing of the past.



** 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 (known as "magic bullets"). This was even more true of their ''Star Trek'' card game.

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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 (known as "magic bullets" or "silver bullets"). This was even more true of their ''Star Trek'' card game.



* MadeOfUnobtainium: Good luck tracking down the Ultra-Rare-Foils from the Reflections sets.


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* {{Unobtainium}}: Good luck tracking down the Ultra-Rare-Foils from the Reflections sets.
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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.

to:

** 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.strategy (known as "magic bullets"). This was even more true of their ''Star Trek'' card game.
Is there an issue? Send a MessageReason:
None


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 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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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, ''Franchise/StarWarsLegends'', which at the time had just received an infusion of popularity from the release of the 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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WizardsOfTheCoast were the ones to get the ''Star Wars'' license next, and they released a game that was designed by MagicTheGathering creator RichardGarfield to be similar to a tabletop miniatures game. While this was a cool idea, the end result was that [[LuckBasedMission dice-rolling]] was the heart of the damage system, so of course you wanted the rare/powerful cards... and that meant BribingYourWayToVictory. This, combined with CCG players' general dislike of dice-rolling, led to the game being canceled within three years, though at least it managed to release a set for all six movies before it went. Meanwhile, Decipher revived ''this'' game's engine in the "WarsTCG" card game, which basically tanked, probably due to the complete lack of brand-name recognition. As of 2006, the ''Star Wars'' CCG and all its derivatives were officially a thing of the past.

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WizardsOfTheCoast Creator/WizardsOfTheCoast were the ones to get the ''Star Wars'' license next, and they released a game that was designed by MagicTheGathering ''TabletopGame/MagicTheGathering'' creator RichardGarfield to be similar to a tabletop miniatures game. While this was a cool idea, the end result was that [[LuckBasedMission dice-rolling]] was the heart of the damage system, so of course you wanted the rare/powerful cards... and that meant BribingYourWayToVictory. This, combined with CCG players' general dislike of dice-rolling, led to the game being canceled within three years, though at least it managed to release a set for all six movies before it went. Meanwhile, Decipher revived ''this'' game's engine in the "WarsTCG" card game, which basically tanked, probably due to the complete lack of brand-name recognition. As of 2006, the ''Star Wars'' CCG and all its derivatives were officially a thing of the past.
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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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* ObviousRulePatch

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* ObviousRulePatchObviousRulePatch: See the afforementioned "Do X or counter Card Y" cards. So obvious cards of that type cropped up ''in the very first basic set!''

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Removed: 155

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*** ContinuitySnarl Part 2: The game treats "[[http://www.starwarsccg.org/cards/coruscant/ls/senatorpalpatine.jpg Senator Palpatine]]" and "[[http://www.starwarsccg.org/cards/DS2/DS/emperorpalpatine.gif The Emperor]]" as two different characters, meaning you ''can'' have Dark-Side and Light-Side versions in play simultaneously. Whoops.
*** Not a whoops. It was done that way with Palpatine to illustrate Palpie's seeming ability to be in multiple places at once and general chessmaster-ness.

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*** ContinuitySnarl Part 2: The game treats "[[http://www.starwarsccg.org/cards/coruscant/ls/senatorpalpatine.jpg Senator Palpatine]]" and "[[http://www.starwarsccg.org/cards/DS2/DS/emperorpalpatine.gif The Emperor]]" as two different characters, meaning you ''can'' have Dark-Side and Light-Side versions in play simultaneously. Whoops.
*** Not a whoops.
It was done that way with Palpatine to illustrate Palpie's seeming his general chessmaster-ness and ability to seem to be in multiple places at once and general chessmaster-ness.once.

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