Basic Concept
Deck Construction
Decks were built using a colored dot system which limited you to only 10 cards from each color group. There were no additional card limitations put in place. There were a total of six dot colors, and the deck limit was a strict 60 cards.
Decipher later introduced the concept of a white or no-color dot which acted as a wild card during deck construction. You were limited to only one wild card replacement per color and a total of six in a deck.
Win Conditions
There were two win conditions in Young Jedi: run your opponent out of cards, or claim two out of the three planets which acted as battlegrounds for the game (Tatooine, Naboo, and Coruscant).
Each character card had a damage value; this was the number of cards you discarded from your draw deck if the character was defeated.
A planet site was claimed if, at the end of any turn, your opponent had no cards in play at that location.
Destiny
A well-recognized Decipher game mechanic was used in Young Jedi. Weapons, unlike in SW:CCG, would not "kill" opposing characters, but instead increased the power of a character and included in most cases a "Destiny" draw. Each card had a number between 1 and 6 in the top right corner. This number when revealed as a destiny draw would then be added to your character's power.
Battle Plan
The mechanic around which combat was based. A battle plan involved each player taking all the character and weapon cards at a site and arranging the order in which they would battle. A "battle card" was usable during this phase of the game and acted as an unknown variable which could change the otherwise predicted outcome of any particular encounter.
Read more about this topic: Young Jedi Collectible Card Game
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