You are on page 1of 18

Solitaire Variant version 2.

0
Please ensure that you are familiar with the rules on the Fantasy Flight website as amended by the
most up to date version of the FAQ, these are referred to as the normal rules. When setting up
and playing the game you will use the normal rules and only deviate from the normal rules as
detailed below.

CHANGES TO PLAYER RULES


In these solo rules you are referred to as the player. The only significant difference in the rules
used by the player and the normal rules is that the player can only engage one objective each
turn i.e. you can only attack one AI objective each turn.

Your opponent is referred to as the AI player or the AI. The AI player will play as per the
normal rules with the amendments detailed below:

Optional solo rules are shown in red.

SETUP
The set up rules follow the normal rules except as amended below:

STEPS 1-4
Unchanged from the normal rules

STEP 5: PREPARE DECKS

The AI Players Hand, AI Command Deck & Fate Deck


Create a draw stack of all the cards from all the objective sets to be used by the AI player shuffled
together (as per the normal rules). This is termed the AI Command Deck.

OPTIONAL: Separate all cards with zero force icons from the AI Command Deck and shuffle the
remaining cards together. This extra setup rule avoids cards with zero force icons being placed in
to the AI players starting Fate Deck.

Draw up to the AI Players reserve value from the top of the AI Command deck. This will form the
Fate Deck and will be used to draw cards during Edge battles. Place this deck to the RIGHT of the
AI Command Deck. At the start of each AI players turn you will replenish the AI players Fate deck
by drawing back up to the AI players reserve value.
If you followed the OPTIONAL SETUP RULE above add the zero force icon cards back into the AI
Command Deck and shuffle the cards together.

STEPS 6 & 7
Unchanged from the normal rules

1
STEP 8: SELECT OBJECTIVE CARDS
Take the top three objective cards from the AI objective deck and place these face down in the AI
players area.

STEP 9: DRAW STARTING HANDS


Draw cards equal to the AI players reserve value and place this deck to the LEFT of the AI
Command Deck. This is the AI players Hand. The AI players hand will be filled from the AI
Command Deck up to its Reserve Value at the start of each AI players turn in exactly the same
way as set out in the normal rules.

Step 10: REVEAL OBJECTIVE CARDS


No changes from the normal rules.

Example AI Set up when playing the Dark Side

FATE
DECK

2
PLAYING THE GAME
STEP 2: REFRESH PHASE
Resources
Each Refresh Phase the AI Player gains resources (tokens) equal to the number of resource icons
on objectives, enhancements, affiliation card and other resource providing cards in play and can
ignore resource matching requirements. Resources are gained at the start of the turn and can be
carried over to subsequent turns. This is termed the resource pool.

Fate Deck
In addition, during each AI players Refresh Phase, if the AI player has fewer cards in his Fate Deck
than his reserve value, draw additional cards from the top of the AI Command Deck until there are
cards in the Fate Deck equal to the AI players current reserve value. Do not look at these cards
simply place them into the Fate Deck and shuffle the Fate Deck.

STEP 3: DRAW PHASE


Drawing cards for the AI Player
On the AI players draw phase return the AI players hand to its Reserve Value, by drawing from
the AI Command Deck. If the AI players hand has cards equal to, or greater than, its Reserve Value
then do not draw any more cards from the AI Command Deck. Shuffle the AI players hand.

STEP 4: DEPLOYMENT PHASE


Draw cards from the AI players hand one at a time, turn them over and pay for them from the
resources in the resource pool until either:
resource pool is reduced to zero, OR
you draw a card from the AI players draw deck and there is insufficient resource in the pool
to play the card; OR
the AI players hand has no further cards to play.

Insufficient Resources Rule


When there are insufficient resources available to the AI player to play the card drawn, then the
card is placed back on top of the AI Players hand face down. Shuffle the AI players hand.

Fate Cards
Fate cards are added to the Fate Deck and the Fate Deck is then shuffled.

Enhancements
Enhancements are added to an eligible unit. If an enhancement and character or pilot and ship
reference the same Star Wars character, for example Darth Vader and Vaders Lightsaber; then the
player must, if able, play the enhancement on the character of the same name even if there is an
additional cost. The same rule is applied to ships and pilots where applicable. If it is not possible
to match the enhancement and character then the enhancement will be played on to a character
using AI card selection, unless there is no eligible target, in which case, if the card has at least one
force icon, add to the Fate Deck. If it has no force icons shuffle it back into the AI Command Deck.
3
Ships & Pilots
Wherever possible pilots must be played using the pilot value and placed on ships. The only
exception to this is when the pilots ability would have no impact on any of the ships currently in
play. E.g. Soontir Fels ability only triggers on fighter craft and therefore he will not be selected as a
pilot if only transport ships are available. Pilots that have no eligible ship to pilot, or whose ability
would not benefit the classes of ship currently available to pilot, should instead be paid for and
played as normal characters.
Events are kept in the AI players area and are played as soon as they are triggered or capable of
being played. A card is only capable of being played if it has an impact on play i.e. an event card
should not be played if the result is that it has zero impact on the game. See The Golden Rule.

Units Attacking & Defending Objectives


Units are divided into two pools: the attackers pool and the defenders pool. The first unit drawn
will always go into the attacking pool, the second to defence, the third to attack etc. If a unique unit
is drawn and there is already a version of that unique unit in play, whether identical to the card
drawn or not, then, if the card drawn has one or more force icons, place it in the Fate Deck. If it has
zero force icons shuffle the card back into the AI Command Deck. (Thanks to SpyBeef for this rule).

Always Apply (Always)


The player should always attempt to apply the action, reaction, interrupt or event card drawn or in
play and triggered on the AI players side at the earliest available action window. The specific rules
set out below will determine precisely how to interpret the wording on the card.

The Golden Rule (Golden)


The AI player will only play a card if it would either have a beneficial impact on the AI player or a
detrimental impact on the player. The AI player will always attempt to maximise both of these
impacts and where applicable, use the AI Card Selection and Player Card Selection rules to maximise
the impact. An impact is deemed to be beneficial if, the cost of the action is equal to or less than
the benefit gained. For this purpose the following are considered to be equivalent to one another:
A one cost player or AI unit
One focus token added/removed from a card
One damage token added/removed from a card
One card drawn or discarded
One resource gained/lost.
One force icon added/removed from the force struggle.
One additional/fewer combat icons

An AI players Event cards cost is not considered for the purposes of determining whether to use it.
Therefore provided it has a beneficial impact to the AI it will be played. E.g. Force Lightning will be (3
resources)played by the AI player even if it is used to destroy a one cost unit. This rule is intended to
simplify the use of event cards. An example of maximising the impact would be 28-6 Super Laser
Blast. Compare the objectives and destroy the least damaged objective to maximise the effect.
Only an affect that would cause the AI to lose the game would override the Golden Rule.
4
If the AI is required to choose between two or more equivalent factors, the simply use a D6 to
break ties. E.g. 55-3 FX-7 Medical Assistant or 99-6 Slicing in could have this result.

The Blast Rule (Blast)


At the end of each AI players deployment phase you must evaluate the AI players units such that
units with the most blast damage are placed into the attackers pool (regardless of the background
colour of their combat icons). It is often necessary to consider the most effective attacking group
when making the decision on which units to include. E.g. Rogue two gives all speeder units blast
damage. In this case consider whether an attacking group of speeder units is better than other
possible attacking combinations. To do this, count up the number of units controlled by the AI
removing any units with the attacking alone keyword and divide this remaining number by 2. If
the number is odd then round up. The result is the number of AI attacking units. All remaining
units, excluding those with the attacking alone key word are designated as defenders and will
activate when the player attacks. Units committed to the Force will also be designated as either
attackers or defenders and are included in the total units when determining the split.

There are cards that can impact the choice of units in the attackers and defenders pool. These
include: Darth Vader (41-2), First Marker (43-6), Gotal Outcast (48-2,3), Ion Cannon Burst (49-5).
For a full list of cards impacting the blast rule see cards with the Attack keyword. Also consider
units with positive attacking effects and apply the golden rule. E.g Admiral Piett adds force icons
to the Edge battle while attacking. Compare the force icons provided by this card to the fewest
blast icons added by an attacking unit to decide which card to include in the attackers pool.

AI units with attacking alone keyword are excluded from The Blast Rule above. See rule below

STEP 5: CONFLICT PHASE


AI Player Attacks
Attacking AI player units will generally make one attack each AI player Conflict Phase against the
player's objectives. Player objectives should be attacked in order that they were drawn from the
objective deck. If, however, for whatever reason the blast damage for a unit cannot be applied to
an objective, then it must be applied to another legal objective. In the event that blast damage
destroys an objective, but there are still attackers that are due to be focused to strike in this
conflict phase then the blast damage is applied to the next objective. In this way it is possible for
the AI player to destroy up to three player objectives in a single attack.

Attacking Alone
In addition, if the AI has units or objectives have text including the phrase attacking alone then
the AI will mount additional attacks on the second (and third) visible player objectives with these
unit(s) or with the unit(s) with the most blast icons. The AI will only attack all three player
objectives if the AI has two units with attacking alone abilities. If there are more than two units
capable of attacking alone then select the units that have the most blast icons and in the event of
a tie the units with the most icons and if it is still tied the player chooses. Any units not selected
to attack alone will be included with other units in The Blast Rule above.
5
One Objective Across the Anoat Sector allows Smuggler and Spies units to gain blast damage
whilst they attack alone. Whilst this objective is in play the AI will use this advantage to select up
to two Smuggler and Spies units, with the most blast damage icons, regardless of background
colour, to attack alone.

The Enhancement Smuggling Compartment would work in a similar fashion. Choose a vehicle to
attack alone and then draw a card as per the text on this card.

STEP 6: FORCE PHASE


AI Force phase rule
Commit the AI Player unit with the most force points to the force in the first Force phase of the
first AI Player turn. The AI is allowed to select a unit to commit to the force on each of his turns
and can un-commit and re-commit ONE unit ONLY if he currently has three units committed. The
AI will in general un-commit the unit with the least force icons and commit the unit with the most
force icons. However, any unit which has a Force phase ability will be automatically committed to
the Force at the earliest opportunity removing a unit currently committed. Units will only be
subsequently un-committed from the Force if:

three units are currently committed to the Force AND


the Force ability of the unit currently committed to the Force no longer has any use AND
the unit to be committed has more force icons or a Force phase ability.

If the AI plays a card that allows him to commit a target unit or remove a target unit from the
force, then use the Golden rule to maximise the reduction in the Players force icons or to
maximise the increase in its own Force icons, whichever is higher. The AI can do this, IN ADDITION
to the AI Force phase rule above.

When deciding whether the balance of the force is with the AI players side or the players, the AI
players units committed to the Force are able to participate in the Force struggle provided that
they have TWO OR FEWER focus tokens placed on them. AI units with three or more focus tokens
are considered exhausted (focused) for the purposes of the Force Struggle and do not take part in
the Force Struggle.

WINNING THE GAME


The Player and the AI Player win as per the normal rules. However, the AI Player does not lose if
he must draw a card from his AI Command Deck and is unable to do so. In this circumstance,
simply shuffle the AI Discard Pile and reset the AI Command Deck.

6
Adjusting the Difficulty Level
If the AI is playing the light side of the force, rules for winning are amended as follows. Instead of
using the Death Star dial select the dial from the Balance of the Force expansion. The player
now wins if the Death Star dial reaches:

16 for Easy difficulty,


19 for Normal difficulty,
22 for Hard Difficulty,
25+ for Insane Difficulty.

RESOLVING AN ENGAGEMENT
STEP 1: DECLARE OBJECTIVE
The player may declare one AI Objective to engage during his conflict phase. Once the
engagement against this objective is resolved, move on to the Players Force phase.

The AI player will attack the first player objective drawn from the players objective deck.
Remember, if this objective is destroyed and there are further AI player units to be focussed to
strike, then the damage from these units will be placed onto the next objective drawn.

STEP 2 & 3 DECLARE ATTACKERS & DEFENDERS


The AI will declare all the units placed into the either attackers pool or defenders pool as
participating units in the engagement.

STEP 4: FIGHT EDGE BATTLE


Edge Battles (Edge)
Edge Battles proceed as per the normal rules with the AI player and the player taking turns to
place cards into their respective Edge Stacks. The AI player follows the following rules.

The AI player will place one card from the Fate Deck into his Edge Stack for each participating unit
on his side of the engagement up to a maximum of the AI players reserve value. However, if at
any time, during the Edge Battle, the AI player has two more cards in the Edge Stack than the
player, the AI player will pass and NOT place another card into his Edge Stack. If the player then
chooses to pass, the Edge Battle will end as both players have passed consecutively.

If the AI plays 81-6 Reversal of Fate then place this to one side. If or when the AI plays fewer
cards into the edge stack than the player then roll D6, on a 1-3 proceed as normal on 4-6 play
Reversal of Fate.

8
New Optional Edge Battle rule version 1.6
In order to introduce a random element to Edge Battles and therefore reduce the certainty from a
player perspective you could use a D6 and refer to the table below:
Die Roll AI has fewer cards than AI has same AI has one more AI has 2 or more
the player in his Edge number of cards card than player cards than the
Stack as the player in in Edge Stack player in his Edge
his Edge Stack Stack
1 Pass Pass Pass Pass
2 Add Pass Pass Pass
3 Add Add Pass Pass
4 Add Add Add Pass
5 Add Add Add Add
6 Add Add Add Add

Edge battles are resolved as normal. If the player plays a "Twist of Fate" into the Edge battle then,
the cards in the AI players Edge Stack are discarded as per the normal rules and another Edge
Battle ensues as per the above rules.

If the AI player plays a Twist of Fate card into the Edge Battle then the cards in both players
Edge Stacks are discarded as per the normal rules. However, the AI players Fate Deck is
immediately replenished to one card fewer than his reserve value before the next Edge Battle
ensues.

If the player is required to play a card face-up into his Edge Stack, then the AI player will draw
the first card to go into his Edge Stack from the AI Command deck. The Edge Battle will then
continue as per the above rules.

STEP 5: RESOLVE STRIKES


Order of Focusing Units
When deciding which AI player unit to strike or defend, use the AI Card Selection rule below even
if this would result in a sub-optimal strike order. When deciding which player unit to apply tactics
to, use the Player Card Selection rule, but only apply this to participating READY player units.

Unit Damage
Unit damage delivered by an AI players unit is applied to an eligible defending unit, that is not
immune to the damage, using the Player Card Selection rule set out below. If a unit does more
damage than is required to destroy a defending unit, then any excess damage is applied to
another defending unit if one is available by applying Player Card Selection rule. If the AI unit has
targeted strike then apply the Player Card Selection rule across all Player units.

9
CARD ABILITIES & SOLO RULES
AI Card Selection Rule (AI)
If the AI player is required to select a friendly unit or any other card when presented with a choice
to:
Remove focus tokens;
Remove damage tokens, or
Add shield tokens
Add an enhancement
Order to focus units during an engagement
Select one unit/card over another

The AI player will, subject to any restrictions, select the highest cost unit/card e.g. If selecting an
AI player unit to receive a non-character specific enhancement. Remember to only select eligible
targets. For example the AI player may be restricted to selecting from Force users and Force
Sensitive characters.

To break ties
1. select the unit/card with the most force icons.
2. If two or more units remain tied then select the unit with the most combat icons (regardless
of background colour). For non-unit cards skip to the third step.
3. If two or more objectives are tied select the objective that provides the most resources.
4. If two or more cards remain tied at this point the player breaks the tie.

When the AI player is required to select a friendly unit/card for a negative effect, then it will select
the lowest cost unit/card.

To break ties
1. select the unit/card with the fewest number of force icons
2. if two or more units remain tied then select the unit the lowest number of combat icons
(regardless of background colour). For non-unit cards skip to the third step.
3. If two or more objectives are tied select the objective that provides the least resources.
4. If two or more cards remain tied at this point the player breaks the tie.

If the AI player is required to select a friendly unit for a specific purpose, then use the most
appropriate method to rank the units. For example if the AI player is allowed to add a unit to the
force struggle apply the specific rule in the section entitled Force Struggle above. The AI card
selection rule is intended to be used where no other rule is available.

If, for a reason that is apparent to the AI, i.e. a card that is currently open information and in play,
the timing of a unit attack would result in the defeat of a unit, then and only then, will the AI use
the rules to select a friendly unit for a negative effect. The current example of this is Subzero
defences (39-5, 6).

10
The Player Card Selection Rule (Player)
If the AI player is required to select an enemy (player) unit to:

Add a focus token


Add a damage token
Remove shield tokens
Add a detrimental enhancement
Remove a beneficial enhancement
Apply unit damage during an engagement

The AI player will, subject to normal rule restrictions, select the highest cost unit e.g. if selecting a
player unit to attack in an engagement, then the AI player will be restricted to player units
participating in that engagement.

To break ties, firstly select the unit with the most force icons. If two or more units are still tied
then select the unit with the most combat icons (regardless of background colour). If two or more
units remain tied at this point the player breaks the tie.

Objective Card Selection (Objective)


If the AI player is required to select one of its own objectives to receive an enhancement, it will
select the least damaged objective. If this is tied then it will select the objective providing the
most resources with the player breaking ties.

Placing shields on objective cards is dealt with in the AI Shield Placement rule. If the AI player is
allowed to remove damage tokens from an objective then it will choose to remove tokens from
the most damaged AI objective with the player breaking ties. Similarly, if the AI is required to
damage a player objective then it will choose to damage the player objective which has the most
damage tokens. If the AI is required to select a player objective, he will select the objective with
the most damage. The player breaks any ties. Optional rule: Use a D6 to select an objective. Use
this for selecting AI and/or player objectives.

If the AI is required to remove focus tokens from /between objectives it will use the above rule. In
addition, the AI will attempt to equalise damage and focus tokens across its objectives, if they are
moved from one objective to another, or from a unit to an objective or vice versa.

Focus token limits


Units can have any number of focus tokens on them as a result of card abilities and the use of
tactics. Elite units still remove two focus tokens per round as per the normal rules.

11
Drawing Cards (Draw)
If the AI player is ever required to draw cards then draw the number of cards from the AI
Command Deck and place the cards on top of the AI players hand. If the AI player has a card
ability that allows it to draw cards during the players turn or draw up to its Reserve Value, then
take cards from the AI Command Deck and add them to the AI players hand as instructed by the
card effect. After resolving the above rule, shuffle the AI players hand.

Returning cards to AI hand & Damage (Hand/Damage)


If cards are returned to the AI players hand shuffle the AI players hand.

If the AI player is given the option of returning a unit card to its hand, the AI player will choose to
return the unit with the most damage tokens on it. Remember to apply the Golden Rule and break
ties using the AI Card Selection Rule. If the AI is able to move damage from one objective to
another then it will move damage from the most to the least. If the Ai is able to move damage on
units then use the player card selection rules. i.e. Move from a high cost unit to a low cost unit(s).

If a unit has the ability to be returned to the players hand, then trigger the action when the unit is
damaged at the earliest action window. E.g. Shadow Operative 60-2 and 60-3

Removing friendly units from the engagement (Remove)


If the AI has the ability to remove a target friendly unit from the engagement , then it will remove
the most damaged unit, matching the type allowed, but only AFTER that unit has been focused to
strike., and only if it is damaged. If the AI can remove an enemy unit from the engagement then
use STEP 5: Resolve strikes to determine which unit.

If a unit has the ability to divide damage between units then the AI will attempt to maximise the
impact using the Golden rule. In this case maximise the number of opposing combat icons
removed from the engagement

AI Player Discard Pile


If the AI player has the option of returning a card from its discard pile to either the AI players
hand or AI Command Deck, use the AI Card Selection rule to determine the card to be selected.

If the AI player is required to discard cards from its hand then it will, if possible, use the AI Card
Selection Rule to determine which card(s) to discard. However, if cards are to be discarded at
random then simply shuffle the AI players hand and discard cards without looking at the hand.

Reserve
If the AI player either increases or decreases its reserve value then each turn adjust the amount of
cards that you would draw up to in the AI players hand and in the AI players Fate deck.
Remember that the AI player only ever draws up to its reserve value. Therefore if it has more
cards than its reserve value in either its hand or its Fate deck, do not discard cards, but do not
draw any further cards to add to the deck.
12
Focus
If the AI ever:
Is allowed to remove a focus token from an objective or
Is allowed to remove a focus token from a resource providing enhancement

Then, the AI player will remove focus tokens using the AI card selection rule. If there are too few
tokens to be removed then, instead the AI player will gain one resource for each such effect. This
will remain in force for as long as the card effect remains in place. If the card allows the AI to
remove all focus tokens from a unit, then remove tokens from the unit with the most tokens. The
AI will not gain resources, when the card does not specify the number of tokens to remove. If the
AI ever:
Is required to focus an objective,
Is required to focus a resource providing enhancement,

Then the AI player will reduce its resources in the resource pool by one for each such effect. If the
AI is unable to pay the cost of the effect immediately then focus the card impacted

Any objectives or units focused follow the normal rules regarding removing the focus tokens, with
the exception that focused cards of all types continue to provide resources.

Timing
Certain cards have a specific timing in which they are to be played. In the case of event cards
these will be paid for during the AI players turn and then will be used at the earliest point after
the cards effect is triggered and playing that card would have a beneficial effect on the AI player.
The player should not delay the use of this card, even if he (the player) is aware that the card will
have a significantly higher beneficial effect in a future action window or game round.

If unit cards are played from the AI hand during the AI turn with specific trigger wording, then
leave the card face up and unpaid. The card will then come into play at the point its effect is
triggered. Rebel Commando (102-4), Human Replica Droid (36-2), Admiral Ackbar (12-2),
Backstabber (27-2), Jawa Scrap Dealer (116-3), Echo Base Technician (108-4) and Loyal Wookiee
(119-3) , Vima-da-Boda (151-2) follow this rule. If the Player does not trigger the card rule then
play during the next AI players deployment phase.

Specific cards impacted by Edge Battles


Units that are played or put into play by card effects related to an Edge Battle have special
triggering effects in these rules. The current cards impacted by this rule are Admiral Ackbar (12-2),
Human Replica Droid (36-2 & 36-3) and Rebel Commando (102-4). If these cards are played by the
AI player into an Edge Stack then this will trigger their effect as documented. These cards will be
put into play as a participating unit on the AI players side. Note, as per the rules on the card, the
Human Replica Droids effect will only trigger if the AI player wins the Edge Battle in which the
Human Replica Droid card is played. Note that these cards are triggered and played as per the
wording on the cards if played by the player.
13
Unit Enhancements & Pilots
Always attempt to maximise the impact of an AI player Enhancement card when it is played. If an
enhancement has additional capabilities when applied to a specific unique character then, if
possible, the enhancement MUST be played on this character or ship. Otherwise use the AI Card
Selection rule.

The AI will only ever discard an enhancement on an AI player unit from play, if that enhancement
was placed on the AI player unit by the player. i,e. The enhancement is detrimental to the AI
player.

Pilots should be treated as enhancements and played on to appropriate vehicles wherever


possible.

Sacrificing & Apportioning Damage between AI Player units. (Split)


If a unit is to be sacrificed to gain an effect then the AI player will sacrifice the lowest cost unit. To
break ties select the AI player unit with the least number of Force icons and if still tied choose the
unit with the least number of combat icons (regardless of background colour). In the event of a tie
the player breaks the tie.

If the AI player is required to sacrifice a specific unit to gain a specific event then the Golden Rule
is applied.

When apportioning damage between units select all eligible targets and apply damage evenly
starting with the highest cost player card. If damage is applied to both objectives and units then
split the damage so that 50% is applied to objectives and 50% to units.

Objective or Unit selection (Objective or Unit)


If the AI player has to choose between objectives and units for the purposes of a card effect then
apply this rule. The primary use of this rule will be for choosing whether to shield an objective or
a unit .
Compare the total damage on all the AI players objectives to the total damage on all the AI
players units. If there is the same or more damage on AI players objectives then place the shield
on the most damaged, unshielded objective. If there is more damage on the AI players units then
use the AI Card Selection rule above to select an AI player unit to receive the shield. If the shield
is placed during the AI players turn select from attacking AI units. If it is placed during the players
turn then select from the defending AI units.

Optional rule to choose between Objectives and Units. Roll D6 1-3 select objective (each number
1,2 and 3 representing a specific objective), 4-6 use the AI card selection rule to choose a unit.

Targeted Strike
If the AI player has a unit with the targeted strike ability use the Player Card Selection Rule to
decide which player unit to attack considering ALL player units as potential targets.
14
Ignore Resource Match (Ignore)
Certain cards: Objectives, enhancements and events allow the AI Player to ignore resource
matches. If the AI player is affected by these cards then the AI player gains one resource to the
resource pool for each such effect. In the case of Event cards the resource is gained at the time
the Event card is played and is a one-time effect. In the case of Objectives, Enhancements and
Unit cards that remain in play will, if the card provides an ongoing effect, gain one additional
resource each round for each such effect.

Player Information (Select)


The player cannot normally look through the cards in the AI players hand unless allowed to do so
by card effects for example when instructed to select a specific card from the AI players hand or
as a result of the rules set out above. However, the player may use any information gained from
viewing the AI players hand or the AI Command Deck whether that information was gained
through card effects or as a result of the application of these rules. (Thanks to icurnvss and his
excellent videos for this rule).

If required to select a card from the AI players hand then ensure that the Golden Rule is applied.

If the AI is allowed to look at the Players hand then ignore this unless it is to select a target for an
AI action, reaction, interrupt etc.

Resources paying for specific card types (Match)


There are some objectives and cards that provide the player with additional resources each turn.
However, these units must be spent on specific types of card, or cards with specific keywords e.g.
Black Squadron. If the AI player has such an objective or card, then simply create a second
resource pile and place all resources gained in relation to those cards into this separate pile. In
order to distinguish piles place them next to the card to which they relate. The AI player will
always attempt to pay from this pool first if able. Any excess cost will be borne by the normal AI
resource pool. Guarding the Wind (150-1)., other examples are Jawa Trading Crawler (47-4) and
Rebel Fighter Bay (118-4)

Discarding cards (Discard)


If the AI is required to discard cards, then unless stated otherwise, discard at random from the top
of the deck.

If by discarding cards the AI can reduce the cost of a type of card, then, place the first card drawn
from the AI players hand of that type to one side. Continue to draw and pay for cards ensuring
that sufficient cards and/or resources available to play the card put aside. Once the AI player
draws a card that, if played, would deplete either cards or resources such that it would not be
possible to play the card put aside, put the card drawn back in to the AI players hand and pay for
and play the card put aside. The player should review the AI hand and discard the lowest cost
cards.

15
Scrying the players deck (Scry)
Certain cards allow one player to look at the other players deck and choose whether to leave a
card on top of the deck or move it to the bottom of the deck. If the AI player has this ability he
will use the card selection rules to decide which card to move. If there is a binary decision of
whether to move one card to the bottom of the deck then use the following rule. If the card cost
is 2 or less leave it on top of the Deck, if it is 3 or higher place it on the bottom of the deck.

If the AI is required to choose between two or more cards then use the Golden rule.

AI Reacting to Player (Reaction)


Some cards, other than event cards trigger in response to Player actions. These cards can be
implemented if their trigger is open information. Cards played from the AI hand are more
problematic to implement.

Battle Icon Selection (Icon)


If the AI is required to choose a type of battle icon then whilst attacking the preferred order is:
Blast, Unit, Tactics in descending order of preference. Whilst defending the preferred order is:
Unit, Tactics, Blast in descending order of preference. If the AI is required to cause a player unit to
lose a type of battle icon it will choose the unit with the most blast icons when it is defending
(followed by unit if there are no blast damage icons) and the AI will select the unit with the most
unit damage icons when attacking (followed by tactics if there are no unit damage icons).

Capturing cards (Capture)


If the AI player captures any player units, it will use the Player Card Selection rule to decide which
unit to capture, if able. In addition, if the AI player has multiple card options to place the captured
card then use the Golden rule to decide where to place the captured card.

The AI player will, where possible, attempt to split captured cards evenly across its objectives. In
the event of a tie the AI player will capture the card at the least damaged AI objective.

If the AI player is required to name a card in the players hand to capture it, the player must
instead use the Player Card Selection rule to determine which card in the players hand is
captured.

Optional rule: Use a D6 to decide where to place the captured card.

If the AI is required to name a card without looking at the Players hand then the player must
choose a unit to be captured from his hand. If the Player is required to name a card then he
follows the normal rules, but may use the Select rule above.

16
Phase (Phase)
Cards that are played and must be returned to the AI hand at the end of the phase, should be
played in order to maximise their use. In general this will apply to units and these units should be
played during engagements.

AI Keyword Preference (Keyword)


If the AI is required to gain or lose a keyword then its preference for keywords are as follows from
highest to lowest:

Edge(x)
Shield
Elite
Protect
Targeted Strike
Limited
No Enhancement

Naming Cards (Naming)


Some cards require the player to name a card type e.g. Smugglers handbook (158-5) . In this
case roll a D6:
1-2 Unit
3-4 Event
5 Enhancement
6 Fate

If the AI is required to discard cards, then see the Discard rule.

Random (Random)
Some cards are best resolved by simply rolling a D6 and giving each option an equivalent chance
of success. e.g. Red Five (157-3) 1-3 apply blast damage to a unit (using the Player rule) or 4-6
apply it to the engaged objective.

17
Blank cards
There are a handful of cards that cannot be fully implemented in the solitaire variant. This does
not mean that the cards cannot be used, it simply means that the card text box has to be treated
as if it is blank. These cards are:
Bothan Spy (70-4)
Watchers in the Wasteland (91-1)
The Emperors Hand (94-1)
Logistics Officer (95-3,4)
Commando Raid (132-1)
The Investigation (139-1)

The variant now includes all objective sets up to and including number 160.

18

You might also like