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Only deviate from the normal rules as detailed below. In these solo rules you are referred to as
“the player” and the AI player as the AI.
SETUP
STEP 1: SELECT FORCE ALLEGIANCES
Decide on whether the AI will play the light or dark side and take the relevant force cards.
STEP 2: SELECT AND CREATE DECKS
Choose which deck the AI will play including the necessary number of Objective sets.
STEP 3: REVEAL AFFILIATION CARDS
Choose an appropriate affiliation card for the AI and place it in the AI play area.
STEP 4: SET BALANCE OF THE FORCE
Place the balance of the force token light side up.
STEP 5: PREPARE DECKS
The AI’s Hand, AI Command Deck & Fate Deck
Create the AI Command deck from the cards in all the objective sets selected for the AI shuffled
together. Separate all cards with zero force icons from the AI Command Deck and shuffle the
remaining cards together. This rule avoids cards with zero force icons being placed in to the
starting Fate Deck.
Fate Deck
Draw up to the AI Player’s reserve value from the top of the AI Command deck. This will form the
Fate Deck. At the start of each AI player’s turn you will replenish the AI player’s Fate deck by
drawing back up to the AI player’s reserve value. If you followed the rule above add the zero force
icon cards back into the AI Command Deck and shuffle the cards.
STEP 6: PREPARE TOKENS
Gather all focus, damage and shield tokens and place them in easy reach. This is the “Token Pool”.
STEP 7: PREPARE DEATH STAR DIAL
Turn the Death Star dial to zero and place it in the play area.
STEP 8: SELECT OBJECTIVE CARDS
Take the top three objective cards from the AI and Player objective deck and place these face
down in the AI and player’s areas respectively.
STEP 9: DRAW STARTING HANDS
Draw cards equal to the AI player’s reserve value. This is the AI player’s Hand. The AI player’s hand
will be filled from the AI Command Deck up to its Reserve Value at the start of each AI turn.
STEP 10: REVEAL OBJECTIVES
Randomise and reveal the three Objectives cards of the DS player and place these into play one at
a time resolving any relevant effects. Follow the same process for the LS player putting the
Objective cards in to play in a random order.
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FATE
DECK
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PLAYING THE GAME
Amend the normal rules as follows:
STEP 1: BALANCE PHASE
Except in the first round increase the Death Star dial by 1 point
if the balance of the force is on the Dark Side (DS) increase the dial by another point. If the
balance is with the Light Side (LS), deal one damage to the first drawn DS objective
STEP 2: REFRESH PHASE
Resources
The AI Player gains resources equal to the number of resource icons on objectives, enhancements,
affiliation card & other resource providing cards in play. These are placed into the AI resource pile
Ignore resource matching requirements and cards that require you to spend resources on specific
types of card.
Resources gained at the start of the turn and can be carried over to subsequent turns. All
resources are placed in to a single pool, this is termed “The Resource Pile” and is shown in the
diagram on the previous page.
Shields
Remove all shields from the cards in the AI player’s area.
Objectives
If the AI has fewer than 3 objectives in play, replace each missing objective card by taking the top
card of the objective deck and pitting it into play. Resolve any put into play abilities on the card.
Fate Deck
Replenish the Fate deck by drawing cards from the AI Command Deck up to the AI’s current
reserve value. Shuffle the Fate Deck.
STEP 3: DRAW PHASE
Do not discard any cards from the AI hand at the start of the draw phase
Drawing cards for the AI Player
AI Draw phase return the AI’s hand to its Reserve Value by drawing from the AI Command Deck.
If the AI player’s hand has cards equal to, or greater than, its Reserve Value then do not draw any
cards. Shuffle the AI player’s hand.
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STEP 4: DEPLOYMENT PHASE
Draw cards from the AI player’s hand one at a time, turn them over and pay for them from the
resources in the resource pile until either:
• resource pool is reduced to zero, OR
• you draw a card from the AI player’s draw deck and there are insufficient resources in the
pool to play the card; OR
• the AI player’s 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 Player’s hand face down. At the end of the Deployment Phase
shuffle the AI player’s hand.
Fate Cards
Fate cards drawn from the AI player’s hand are added to the Fate Deck. At the end of the
Deployment Phase shuffle the Fate Deck.
Enhancements
Enhancements are added to an eligible unit. 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 the AI card selection rule as set out below.
In the case that there is no eligible target and the card has at least one force icon, add to the Fate
Deck. If it has no force icons place it on the AI Discard Pile.
Ships & Pilots
Wherever possible pilots must be played using the pilot value and placed on ships. The only
exception to this is when the pilot’s ability would have no impact on any of the ships currently in
play. In this circumstance simply play the pilot as any other unit card.
Events
Events are paid for by spending AI resources and placed in the AI player’s area and are activated
(“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.
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Units – Attacking & Defending Objectives
Units are placed in the AI’s main area. At the end of the deployment phase you will split all AI units
currently in play into two pools: the attackers’ pool and the defenders’ pool.
Unique Units
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 place it in the AI discard pile.
Using AI cards ‐ Always Apply
The player should always attempt to apply the action, reaction, interrupt or event card drawn or in
play and triggered on the AI player’s side at the earliest available action window.
The Golden Rule (Golden)
The player should attempt to play for the AI player as if it were a human opponent and maximise the
effect of cards drawn based on the rules set out here. If it is not possible to determine the most
optimal move for the AI use the following rules.
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. 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 or 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 player’s Event card’s 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
played by the AI player even if it is used to destroy a one cost unit.
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The Blast Rule (Blast)
At the end of each AI player’s deployment phase you must evaluate the AI player’s units such that
units with the most blast damage are placed into the attackers’ pool (regardless of whether they
are edge enabled or not).
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 decide which units are in which pool:
• count up the number of units currently controlled by the AI including those played in the
current deployment phase EXCLUDING all units with the “attacking alone” keyword and all
units which have abilities that trigger when they are attacking or defending, and divide this by
2 rounding 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, placed in the defenders’ pool 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).
Units with abilities that trigger whilst attacking or defending are placed into the appropriate pool
regardless of their combat icons. e.g. Admiral Piett.
STEP 5: CONFLICT PHASE
AI & Player Attacks
Attacking AI and player units will generally make one attack each Conflict Phase. In the AI Conflict
phase the Player objectives should be attacked in order that they were drawn from the objective
deck (first objective card drawn is attacked first). The player may attack any of the AI objectives. If,
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 have not yet been focused to strike in this Conflict Phase then the
blast damage is applied to the next objective in the order drawn. In this way it is possible for the
AI and the player to destroy up to three objectives in a single attack.
Attacking Alone
If the AI or the player has units or objectives that have text including the phrase “attacking alone”
then the AI will (and the player may) mount additional attacks on the second (and third) visible
objectives with these unit(s). If there are more than two units capable of attacking alone then the
AI will 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 in the Defender’s pool. The player may choose which units attack alone, but must follow
the above rules.
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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 whether they
are edge enabled or not, 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 (Force)
During each Force Phase:
• Commits ONE AI Player unit with the most force icons to the Force.
• 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, but ONLY if he currently has three units committed.
• The AI will un‐commit the unit with the least force icons and commit the unit with the
most force icons.
• Any unit which has a Force phase ability will be automatically committed to the Force at
the earliest opportunity removing the unit with the fewest force icons currently
committed.
Units will be subsequently un‐committed from the Force if:
• three units are currently committed to the Force AND
• the unit to be committed has more force icons than one or more of the units currently
committed; OR
• The unit to be committed has a Force phase ability.
The affect of the above rules will be that units with Force phase abilities will be committed to the
force in one round, but maybe uncommitted in the next or subsequent round.
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 Player’s 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 or the player, the AI player’s
units committed to the Force are able to participate in the Force struggle regardless of the
number of focus tokens placed on these units.
WINNING THE GAME
The Player and the AI 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.
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Adjusting the Difficulty Level
If the AI is playing the light side of the force, rules for winning can be amended as follows. Instead
of using the Death Star dial from the Core Set, use 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 Player’s Force phase unless playing
with the rule allowing the player to use the “Attacking Alone” rule, see above.
The AI player will attack the first player objective drawn from the player’s objective deck.
Remember, if the first objective is destroyed and there are further AI or player units to be
focussed to strike, then the damage from these units will be placed onto the next objective
drawn. If the Death Star has become an objective the AI will always target this objective.
Missions
If the AI plays a mission on the player place this in front of the player’s objectives. The AI will
always attack and complete (destroy) a mission before attacking other objectives.
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 subject to the Attacking Alone rule above. Move all
declared attackers and defenders towards the middle of the table as a reminder.
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 player’s 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. When the AI plays fewer cards
into the edge stack than the player then apply the Random rule.
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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 player’s Edge Stack are discarded as per the normal rules and another Edge
Battle ensues as per the above rules.
If the AI 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 player’s Fate Deck is immediately
replenished to one card fewer than his reserve value before the next Edge Battle ensues.
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 player’s 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.
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CARD ABILITIES & SOLO RULES
AI Card Selection Rule (AI)
If the AI 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 whether they are edge enabled or not). 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. This rule takes precedence if it conflicts with another rule (see
below)
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 a card that is currently open information and in play, would result in a negative effect on an AI
unit or objective, then the AI will follow the “select the lowest cost unit/card rule” above any
other rule. The current example of this is Subzero defences (39‐5, 6).
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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 whether the combat icons are edge
enabled or not). 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 the Random rule.
If the AI is required to remove focus tokens from or 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.
The AI Player’s Hand (Hand)
If required to return a card to hand then return it to the AI player’s hand (draw deck). If required
to discard a card from hand then discard the top card of the AI player’s hand.
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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 player’s hand. If the AI player has a card
ability that allows it to draw cards during the player’s turn or draw up to its Reserve Value, then
take cards from the AI Command Deck and add them to the AI player’s hand as instructed by the
card effect. After resolving the above rule, shuffle the AI player’s hand.
Returning cards to AI’s Hand (Damaged)
If cards are returned to the AI player’s hand shuffle the AI player’s 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 player’s hand, then trigger the action when the unit is
damaged at the earliest action window. E.g. Shadow Operative 60‐2 and 60‐3
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 if it is damaged. If the AI can remove
an enemy unit from the engagement then use the Player card selection rules.
If a unit has the ability to divide damage between units then the AI will follow the Player card
selection rule.
AI Player Discard Pile
If the AI player has the option of returning a card from its discard pile to either the AI player’s
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 player’s hand and discard cards without looking at the hand.
Changes to the AI Reserve Value (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 player’s hand AND in the AI player’s 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.
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Focus
If the AI ever:
• Is allowed to remove one or more focus token from an objective or
• Is allowed to remove one or more 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. 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 & Earliest
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 player’s turn and then will be used at the earliest point after
the card’s effect is triggered and 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 player’s deployment phase.
Random
Choose a card at random or use a die to determine a random result for the AI. Apply equal success
to all options which provide a positive outcome for the AI.
Edge
If the AI has a card which forces the player to play the first card into his Edge Stack face up then
instead add a card to the AI’s Fate Deck and shuffle.
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Sacrificing & Apportioning Damage between AI Player units
Apply the Golden rule.
Objective or Unit selection (Objective or Unit)
The AI player will always select Objectives over units for positive effects and Units over objectives
for negative effects. Optional: Use the Random rule.
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.
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 simply ignore the effect.
Always
Always apply the impact of the card to its maximum possible effect. If the AI is provided with an
either/or option then select the most positive effect for the AI. If unable to then always select the
first option. Optional: Use the Random rule.
Fate
If you are unable to action the AI card as it will have no impact e.g. It allows you to ignore
resource matching requirements, and the card has force icons then play the card into the AI Fate
deck. Rumours at the Cantina (16‐4) or Looking for Droids (34‐4 and 34‐5)
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Player Information (Select)
The player cannot normally look through the cards in the AI player’s hand unless allowed to do so
by card effects for example when instructed to select a specific card from the AI player’s hand or
as a result of the rules set out above. However, the player may use any information gained from
viewing the AI player’s hand or the AI Command Deck whether that information was gained
through card effects or as a result of the application of these rules.
If required to select a card from the AI player’s hand then ensure that the Golden Rule is applied.
If the AI is allowed to look at the Player’s hand then ignore this unless it is to select a target for an
AI action, reaction, interrupt etc.
Resources paying for specific card types
The AI ignores any such requirements to spend resources on specific types of cards.
Discarding cards to reduce cost (Discard)
Only discard cards from AI Hand to reduce the cost of a card if the AI has too few resources to pay
for the card.
Tokens
Remove Damage tokens from Objectives first (selecting the most damaged objective and breaking
ties using the Random rule).
Remove Damage tokens from Units next selecting the highest cost unit.
Finally, if there are no damage tokens then remove focus tokens from the highest cost unit and
finally if no units have focus tokens on them then add a resource to the AI resource pile.
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Scrying the player’s deck (Scry)
Certain cards allow one player to look at the other player’s 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 Golden Rule.
Optional rule: Random rule.
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 Player card selection rule and select blast icons when it is
defending (followed by unit if there are no blast damage icons) and the AI will again use the Player
card selection rules and select 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 player’s hand to capture it, the player must
instead use the Player Card Selection rule to determine which card in the player’s hand is
captured.
Optional rule: Use Random Rule
If the AI is required to name a card without looking at the Player’s 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.
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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.
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 (Die)
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.
Blank cards (Blank)
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. If card has force icons play into AI Fate deck. If Objective treat card as blank,
otherwise place card into discard pile.
These cards are:
Rumours at the Cantina (16‐1)
Looking for Droids (34‐1)
Jawa Trading Crawler (47‐4)
Watchers in the Wasteland (91‐1)
The Emperor’s Hand (94‐1)
Logistics Officer (95‐3,4)
Rebel Fighter Bay (118‐4)
Commando Raid (132‐1)
The Investigation (139‐1)
Supporting Fire (152,155,158,161,163,164‐6).
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