Young Jedi Collectible Card Game Young Jedi was a card game produced by Decipher ; it ended print in 2001 , although the Players Comittee would continue supporting until 2003 . It was designed to be an intermediary product , meant to get players between the skill level of Pokemon and SW : CCG . It was based around only . Decipher maintained a World Championship tournament for Young Jedi every year in which Decipher still had the license . The Players Committee held one year of Worlds for Young Jedi , and produced a few virtual sets , although production of virtual cards and the championship series were later dropped due to lack of interest . How To Play . First , you build your deck . This is done with the 6x10 rule . In the lower right corner of the card are 6 circles , each with a different color . Red , Blue , Yellow , Orange , Green and Purple . A 7th deckbuilding dot was added in later , white . For more information on that , see Enhanced Menace of Darth Maul . You build a deck by getting 10 cards of each dot together . Red , Blue and Green dots are characters . Orange is Weapons and Yellow are battle and effect cards . Purple is your locations ( of which you have to have one of Tatooine , Naboo and Coruscant ) and star fighers and transports . Once that is done , you have a deck . Next , you get an opponent who has a deck of the opposing side . If you are Dark Side , then your opponent builds a Light Side deck . To find out which planet you will be on , you both draw " destiny . " Turn over the first card on the deck , look at the number in the upper right hand corner . It should be in a blue or red die ( this is supposed to be Watto ' s Chance cube ) . The highest number wins and chooses a location . The location is placed horizontally in between each player . After choosing a location , you then draw 6 cards . There are three phases to each turn . The first phase is " deploy . " You get up to 6 " counters " a turn . Those are the little silver bars under the small picture in the corner . Certain effect cards modify this , but you generally get six counters a turn . You only deploy Character , Effect and Weapon cards to the field . If this is the first turn , you deploy face down . This is a FIRST TURN ONLY MOVE . After this , you deploy face up until the next planet hits the table . It is called the " hidden card rule . " Battle cards , rimmed in red , only deploy during combat . Characters and weapons are placed at the location card , effects are played on the table either to your right or left , but not near the location . As of the " Duel of the Fates ( YJCCG ) " card game , you can take your starships and transports and put them into a " hyperspace " pile . This gets them out of your hand , and it doesn ' t cost any counters . You can also transport characters off the old planets during this step . If you have any transports either in your hand or in your hyperspace pile , you can initiate " starship combat " by attepmting to evacuate your old characters . Your opponent can " intercept " your transport . Several battle cards were created during Duel of the Fates ( YJCCG ) expansion that deal specifically with starship combat . If your transport is successful , you place that transport in the discard pile , but all characters and weapons go back on the bottom of your reserve deck . If you weren ' t successful , you place the ENTIRE transport pile in the discard pile AND take the damage listed on the card . Which is the second phase of the turn , combat . You can only do this turn if your cards are no longer " hidden , " and you have characters there ( see next step , even up ) . Battle is simple . You declare a battle . You take your characters and weapons deployed on the current planet and make a ' battle plan . ' Your opponent will do the same . You also call out the number of ' battle cards ' you wish to use . Going from left to right , and bottom to top you create your plan . The bottom - most card will the first , since after your plan is done you put it FACE DOWN . The proper order of cards in the plan are " Battle , Weapon and Character . " So , if you want Darth Maul fighting first with his lightsaber and a battle card , the proper order would be " Battle Card , Darth Maul ' s Lightsaber and Darth Maul . " Once your plan is in place , you then put them face down to the left of the location card on the table . Flip the cards over and if you have any " chance cubes " with ? marks in them , you draw destiny for those cubes . You total the power , and your opponent does the same , and whoever has the highest total power wins that combat . If your character lost , you take " damage " from your deck . Place the card ( and any weapon / battle cards ) in the discard pile and take the top cards ( = to the damage number listed in the lower left of the card that was defeated ) and place them in your discard pile . You can ' t get them back , by the way . Rinse and repeat until all cards have gone . If you are the ATTACKER ( ie , you instigated the fight ) , and you have cards left over at the end of combat , your opponent takes " breakthrough " damage . You count the nubmer of cards left ( not including any weapon cards or battle cards [ which just get discarded at the end of the phase ] ) and your opponent takes that many cards off the top of their reserve deck and places them in the discard pile . It pays to attack . Also , any destiny draws go to your hand . The final phase is Even up . This is where you draw cards up to six , or discard down to six . Also , you can discard your ENTIRE hand and draw back up to six . Either way , you need to have six cards in your hand . Also , this is where you check your . . . Victory Conditions . You can win one of three ways :