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LIGHTSABER DUELING ag ay 4 ' s i . ‘ ° " i vg an pr | 5 ~~ . “aed Fe i an ae : , ES ‘ r eA x WEST - END - GAMES. RG Se byalsisl oes Bey a Cc Reet * VADER ———_$_$_$<___ ————— VR Lightsaber Dueling Pack DARTH VADER Fight a Lightsaber Duel in the World of Star Wars! You are Darth Vader — Lord of the Sith, master of the Dark Side of the Force, and feared throughout the galaxy. Once you trained under Obi-Wan Kenobi, the man who opened you to the power of the Force. But his way was slow and difficult, and you were not satisfied with the ponderous advancement he offered. So you gave yourself to the Dark Side and turned on the people who once called you friend. You stand with the Emperor, now bent on subjugating the entire galaxy to the will of the Em- pire. No one can oppose you, for with the death of Obi-Wan at your hands the last spark of the hated Jedi has been snuffed out. Or has it? There is another, Luke Skywalker, who is strong in the Force. The Emperor fears this untrained Rebel and has ordered you to convert him to the Dark Side — or destroy him! Is there more to this young man than even you are aware of? Game Design: Alfred Leonardi * Character Book Design: Dennis Greci Development: Doug Kaufman * Editing: Bill Slavicsek Art Direction: Stephen Crane ¢ Graphics: Anne Fink Illustrations: Michael Manley ¢ Production: Steven Porpora WIWWWEST Wen? WNGAMES 251 West 30th Street New York, NY 10001 40010-70 ®, TM & © 1988 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games, Inc. under authorization. Patented by Alfred Leonardi. Patent no. 4378118 Licensed to Nova Game Designs, Inc. Sublicensed to West End Games. — STAR a—a—ea0_0$@=$@00— 082 OSS Lightsaber Dueling Pack Rules of Play This booklet represents your character, Darth Vader, renegade Jedi Knight and Master of the Dark Side. You are an ex- pert at lightsaber combat. Your oppo- nent is Luke Skywalker, an untrained Jedi who nevertheless shows significant control of the Force. You are confident that you can easily crush Skywalker, but he has survived against you before. Components Four components come with the game: The Two Booklets: Each page of each booklet is divided into two sections. The larger section contains an illustration showing what each character is doing. This section is always identified by an odd number. The second, smaller section at the bottom of each page is the maneuver key. It is always identified by an even number. This Is a picture section. EXTENDED RANGE: / iy / &/ This is a maneuver key section. The Two Character Cards: These are separate cards which come with each booklet. On the front of each card is a picture of one of the characters (either Luke Skywalker or Darth Vader), col- umns listing the maneuvers you can choose in combat, any damage modifiers you get when your maneuver scores, and the number of Force points the character starts the duel with. On the back of the card is a brief explanation of each maneuver (summarizing the “Maneuver Descriptions” presented below). This is a character card. LIGHTSABER, DUELING PACK DARTH VADER vn Usttscber How To Play Each player must have a booklet and a character card to play the game. You and your opponent should perform the following steps to prepare for play: 1, Exchange Books: Give your char- acter’s book to your opponent, but keep your own character card. This is very important! You should now hold Darth ——_ STAR eeeEEaEaEuU_U5Uy]Hymmx»yxy—,————————————— Vader's character card and the Luke Skywalker character book. This way you can “see” your opponent's maneuvers when they are performed, as you would in actual combat. 2. Turn to the Start Page: Open the Luke booklet to section 57. You will see Luke at “Extended Range.” At the bot- .tom of the picture section are instruc- tions for your opponent. Read the in- structions out loud. For example, using section 57, you would read, “Do only Ex- tended Range next turn.” You are now ready to begin. The following steps are performed during each turn of your duel, until one or both players’ Force points are reduced to zero: 1, Choose Maneuver: Use your char- acter card to choose a maneuver, then turn to the maneuver key section with that same number. Don't forget, this will be an even-numbered section. Remem- ber to obey any instructions your oppo- nent read to you last turn. For example, on the first turn of any game, you may only choose a maneuver from the Ex- tended Range section of your character card. fatondea range = scare Wenwuree be |e 30 Tbs amck [Seine gh Tee 0 Fig te fo Choose a maneuver. 2. Tell Your Opponent Your Maneu- ver Number: Once you have chosen a maneuver and turned to the correspond- ing maneuver key section, you must tell your opponent what maneuver key you are on (and he will do the same). Tell each other the maneuver number you chose. 3. Resolve the Turn: On your move- ment key, find the even number your op- ponent just told you in step 2. When you find it, turn to the odd numbered section. listed next to it. This section contains a picture that shows what your opponent looks like at that moment in the duel. Note that the picture will never show what you are doing — that will only ap- pear in the booklet you gave your opponent. 4. Scoring Hits: After turning to the pic- ture section, you check to see if you have scored. If the word “Score” appears in the section, you have hit your opponent. Add the number beneath the word “Score” to the damage modifier listed next to your maneuver on your character card. If the result is greater than zero, tell your opponent to subtract that many points from his total Force. If the result is zero or less, your opponent is not damaged by your attack. = femerss [ean & SCORE 4! 5, Next Turn's Instructions: Read your opponent the “Tell Opponent” instruc- tions. These are listed beneath the pic- ture in the section you are currently in. Tell Opponent: “Do only Green or Yellow maneuvers next turn.” Exception: If one player's instructions tell the other player to turn to a different picture section, the other player's “Score” and “Tell Opponent” sections are not read until he has turned to the new page. This is the only time that the steps are not performed simultaneously. 6. Ending the Duel: If your opponent's Force total is now zero or less, he automatically breaks off the combat and flees. You have wont! If it is not yet zero, continue to step 7. AR —————————— If both players’ Force totals reach zero or less on the same turn, the duel ends in a draw. 7. Continue Play: If both you and your opponent have Force points remaining, return to step 1 and choose a new maneuver. Remember, you must take in- to account the instructions you were told in step 5. Close and Extended Range Maneuvers You may not choose Extended Range maneuvers unless specifically told to do so by your opponent. If you are not told, you must use Close Range maneuvers. When told to use Extended Range maneuvers, you may only choose an Ex- tended Range maneuver. Maneuver Descriptions What follows is a brief description of each of the tactics available to Darth Vader in the Lightsaber Dueling Pack game. Low Sideswing: An effective attack, bringing your lightsaber in low from the side also breaks up several of your op- ponent's attacks. The follow-through of the blow could spin you around, though, leaving your opponent behind you. Block Low: This is a more active maneuver than the name indicates. You use your lightsaber to disrupt your op- ponent’s low-line attacks. Resist Good Side: Adopting a defensive posture that allows your own Force to resist the influence of the Good Side, this maneuver focuses your power and can revive your waning strength during a grueling battle. Resisting the Good Side is useful against Force-related actions, but also leaves you in a good position to block certain physical attacks. If your es |\) —_——— STAR —_—_—_—_————ooaoor opponent is not aggressive when you use this ability, you might even recover a Force point. Dodge: The normal Dodge is effective against Downswings and Thrusts, but vulnerable to Sideswings. Your agility sometimes allows you to get behind your opponent when using this tactic. High Sideswing: Similar to the Low Sideswing, but this attack is aimed at the head and upper body. Thrust Low: A direct stab, aimed at the legs, the Thrust Low leaves you vulnerable to head hits. Also, the momentum of the thrust can sometimes leave you off balance. Jump Away: The Jump Away, virtually a backwards leap, is effective against Swings but leaves you vulnerable to Thrusts. This maneuver can move you to Extended Range and/or cause your opponent to fall down or be turned around. Jump Up: A leap up and a graceful land- ing at about the same range, the Jump Up allows you to avoid low attacks, but leaves you extremely vulnerable to high attacks. Duck: The Duck avoids high attacks, but leaves you vulnerable to low attacks and Downswings. It can sometimes be used to place you behind your opponent. Reveal Dark Side: You attempt to con- vince Luke that you can complete his training by showing him the easy, seduc- tive and powerful attraction of the Dark Side. This is the most potent attack available to you but is not often suc- cessful, leaving you vulnerable to other forms of attack. Hurl Objects: You can use your Force powers to throw nearby objects at your opponent. These will usually knock him off balance, but they do not cause much damage. Block High: Like Block Low, but for high attacks. Sideswing Spin: This is a very powerful attack, but it puts you in a position to receive damage as often as it allows you to give it. Dislodge Weapon: This represents a deliberate attempt to knock your foe's lightsaber from his hand. It can work against a variety of maneuvers and is a reasonable defensive tactic, but makes you vulnerable to aggressive assaults. Thrust High: Like Thrust Low, but this thrusting attack is a quicker stab at the upper torso and head. Kick: A dangerous gamble to knock the opponent down, the Kick can leave you off balance. Downswing Smash: The Downswing Smash is the single most powerful attack you can use, but it is also a slow maneuver. It can leave you off balance if it fails to connect. Wild Swing: Desperate, unaimed slashes at your opponent, the Wild Swing leaves you very vulnerable but is a good attack ‘when you are severely limited. Sense Maneuver: This defensive maneuver allows the Force to flow through you, such that you can an- ticipate and counter your opponent's next attack. It is, however, extremely vulnerable to other uses of the Force. Retrieve Weapon: This attempt to retrieve a dislodged lightsaber requires that your opponent give you a moment to concentrate and use the Force. If he presses, you will probably be distracted and fail. Extended Range Charge: An aggressive maneuver to close range. Often, this charge hurts your opponent while hurt- ing you more. es ) —_—_—_———____STAR___ AR Extended Range Restore Force: Like the Resist Good Side tactic, but this applica- tion is more useful for restoring lost Force points than as a defensive maneuver. Other Extended Range Maneuvers: These are equivalent to their close range counterparts, but from a greater distance. About Your Character Darth Vader: Champion of the Dark Side Once a power for good in the galaxy, Darth Vader succumbed to the seductive allure of the Force's Dark Side. Standing ‘over two meters tall and dressed in flow- ing black robes and body armor, Vader is the epitome of the Emperor's New Order. He is dark, armored evil, obsess- ed with power and consumed with hatred — the embodiment of the Dark Side. Now the servant and emissary of the Emperor, and executor of his plan for galactic subjugation, Vader was once a Jedi Knight. He was friend and student of Obi-Wan Kenobi, battling alongside him against the enemies of the Old Republic. Under Kenobi's tutelage, Vader learned to use the Force to increase his own considerable skills as a warrior and pilot. But the power didn’t come fast enough Kenobi’s way. Vader learned of another road to power — a path which offered great power quickly, easily, at a fraction of the effort Kenobi’s way required — a path called the Dark Side. To attain this power all Vader had to do was give in to his anger, fear, and aggression. Am- bitious and headstrong, Vader stepped into the Dark Side's evil embrace. Once he joined the Dark Side, Darth Vader betrayed and murdered many Jedi Knights, assisting the Emperor in his bid for total power. Obi-Wan, enraged by the betrayal, battled Vader in an epic clash of lightsabers. Kenobi emerged vic- torious, sure that his one-time compa- nion and pupil was destroyed. But the Force was strong in Vader, stronger than Kenobi knew, and, somehow, Vader sur- vived the horrible wounds he received. Vader survived, but not unscarred— his shattered body encased in life- supporting armor and a breath mask. In spite of these handicaps, Vader thriv- ed. In fact, he found a way to turn these to his advantage. He had his breath mask crafted into a sinister black helmet and, donning a black cloak over his black armor, he became a figure out of nightmare. From the ashes of defeat, Vader emerged even stronger. Aided by the Emperor, Vader con- tinued his own twisted Jedi training. As he grew in strength, he gained more and more authority and responsibility, ris- ing to become the Emperor's right-hand servant. Lord Vader confronted his old master Obi-Wan aboard the original Death Star. They dueled again, and Kenobi fell — a grievous blow to the Rebellion. It was at this time that Vader first felt the disturbances in the Force that he came to associate with young Luke Skywalker. He has become obsessed with finding Luke, and has set more than one elaborate trap to capture him. During one such attempt, Skywalker demon- strated considerable skills for one not fully trained in the use of the Force. At this meeting, Vader revealed that the young man was his son. Skywalker escaped that time — but soon they shall clash for a final time. The Emperor has ordered Vader to cap- ture the would-be Jedi and turn him to the Dark Side. “If he will not be turned,” proclaimed the Emperor, “he must be destroyed.” ee | ——————— Cd ESSE SSS Dark Side Tactics General Tactics Darth Vader is the preeminent light- saber master in the galaxy, now that Obi- Wan Kenobi has been destroyed. While he knows most of the tactics used by the legendary Jedi Knights and understands the concept of passive action, Vader makes full use of his unrestricted Dark Side maneuvers. Like the Jedi, Vader begins any battle by sensing the flow of the Force, establishing his opponent's positions and intentions. This takes place in a split second. Then he acts, using offensive strikes, trickery, deceit, and all the Force- related powers at his disposal. Vader thinks nothing of striking first, attacking from behind, or closing on an opponent who is down. There is no honor in his tactics and nothing is left out of his offensive arsenal. And therein lies the difference between a Jedi and a disciple of the Dark Side. Vader feeds on his own anger, fear and aggression, turning these emotions into raw power with which to strike down an opponent. Darth Vader and the Force Darth Vader is fully trained in the use of the Force, albeit from the perspective of the Dark Side. He gave himself over completely to its power, letting it flow through him and consume him. He is a master of the lightsaber, wielding the lightning blade with blinding speed. But this isn't the only benefit he has gained from his evil pact. He is nearly invulnerable to blaster fire, deflecting bolts with a casual pass of his gloved hand. Vader can strangle enemies from a distance, using only the power of his mind. He can levitate and hurl objects, or call objects to him by using the Force. When dealing with others strong in the Force, Vader can sense and identify their presence by the psychic disturbances they create. He can project his thoughts over vast distances, or even read surface impressions direct- ly from another's mind. Darth’s strength against Luke Sky- walker lies in his experience and physical strength, not to mention his un- disguised attempts to confuse and anger Luke. Used at the right moments, these can be devastating. Finally, there is the Force. Luke can resist Vader's attempts to seduce him to the Dark Side with relative ease — but the Dark Lord hopes Luke's aggressive feelings will betray him. On the other hand, Luke's beliefs that Vader can still redeem himself and return to the good side seem to have a profound effect on the Dark Lord. The Lightsaber No ancient artifact evokes so much legend, myth, and mystery as the lightsaber. This elegant energy blade served as the personal weapon of the Jedi Knights — and, as a symbol, represented the authority, skill and honor that was the Jedi Code. For over a thousand generations the Jedi Knights were the most powerful, most respected force in the galaxy, serving as guardians of peace and justice throughout the Old Republic. The lightsaber is at once the simplest of weapons and the most difficult to wield and master. It is, essentially, a sword, but with a blade of pure energy powerful enough to cut through most materials — except another lightsaber blade. ee \V || ——— STAR aS eee So far as is known, only the Jedi were able to master the lightsaber, perhaps because only they understood and used the mysterious power called the Force. The Jedi trained with tremendous diligence and commitment, passing the art and tactics of lightsaber dueling on from teacher to student. Although the exact details of lightsaber operation remain shrouded in mystery, the general technology is known. All the controls and components fit into a compact handle 24 to 30 cen- timeters long. When the Jedi activates the lightsaber, a tremendous charge of pure energy flows from the power cell. A series of multi-faceted jewels focus the energy into a tight, parallel beam. The beam emits from a positively charged continuous energy lens at the center of the handle. The beam then arcs circumferentially back to a negatively charged high energy flux aperture, usually set in a disk that also serves as a handguard. The power amplitude determines the point at which the beam ares back to the disk, setting the blade length. The tight, arcing beam forms a blade of amazing strength. es \ ||| JUMPING AWAY 2-4 34-41 42- 4-45 12- 20-31 28-13 36-13 44-14 6-13 14-45 22-45 30-45 38- 46-27 8-19 40-45 Tell Opponent, “Do no Thrusts next turn.” 46-27 t Q v an = It st ” 1 a BS oO 20-19 28- 3 36-15 44-11 -19 14- 9 22-19 30-15 38- 2-5 10- 3 18 4-45 412- 6 33 16-55 24-49 32- 9 40-5 §= 4 Tell Opponent, “Do only Green or Yellow maneuvers next turn.” 18-37 4-5 12- 20-29 28- 3 36-15 44-14 6-17 14-24 22-23 30- 3 38- 46 - 43 24-49 Tell Opponent, “No restrictions next turn.” 18 - 13 34-25 42- 20 - 23 36-341 44-45 22- 7 38 - 46 - 43 24-49 40 - 53 THE FORCE: SENSING NEXT MANEUVER Select a maneuver, then tell Opponent, “No restrictions next turn. [ will do a color maneuver next turn.” Tell Opponent, “Do only Green or Yellow maneuvers next turn.” 36-41 44-57 38 - 46 - 43 40 - 24 THE FORCE: RESISTING THE GOOD SIDE 17 Tell Opponent, “If you are NOT on a score page, restore one point of Force. No restrictions next turn.” 34-41 42- 4-5 12- 20-29 28- 5 36-15 44-414 6-17 14- 9 22-59 30- 3 38- 46 - 43 40-24 OFF BALANCE Tell Opponent, “Do only Green or Yellow maneuvers next turn.” 34-25 42- 36-15 44-14 38 - 46 - 43 40- 5 TURNED AROUND Tell Opponent, “Do only Yellow or Spin maneuvers next turn.” 34-25 42- 4-45 12- 20-51 28- 3 36-54 44-54 6-17 14-54 22-59 30- 5 38- 46 - 43 8- 40-45 BEHIND YOU Tell Cepone 't, “Double the effect of any successful 34-53 42- 36-15 44-14 38 - 46-44 40 - 21 Tell Opponent, “No restrictions, but add +2 to any Blue that scores next turn.” 2-45 18 - 37 4-27 12- 20-29 28- 3 36-15 44-11 6-417 14- 9 22-59 30-27 38- 46-27 8 - 33 24-49 40- 5 Z ARM WOUND 2-53 34-25 42- 4-53 12- 20-29 28-53 36-53 44-19 6-45 14-53 22-53 30- 3 38- 46 - 43 8- 40-341 $f J s Tell Opponent, “Add +2 to any Downswing or Sideswing a maneuvers that scores next turn.” 5 18 - 37 - 5 12- 20-29 28- 3 36-41 44-14 7 14- 9 22-19 30- 3 38- 46-27 24-49 40-441 EXTENDED RANGE BODY WOUND Tell Opponent, “Do only Brown maneuvers next turn.” 36 34- 7 42- 4-7 12- 20- 7 28- 7 36-15 44-14 6- 3 14- 9 22-59 30-27 38- 46- 7 40- 7 Tell Opponent, “Do no Blue (except Kick) maneuvers next turn, but add +2 to any Orange that scores next turn.” KNOCKED DOWN 2-45 18 - 37 4-45 12- 20-31 28-13 36-19 44-14 6-17 14-45 22-45 30- 5 38- 46-27 8-19 24-19 RETRIEVING WEAPON Tell Opponent, “You have retrieved your weapon and may use it again. No restrictions next turn.” PARRYING 36-15 44-41 38 - 46-43 40- 5 EXTENDED RANGE KNOCKED OFF BALANCE Tell Opponent, “Do only Brown maneuvers next turn.” 48-43 54-59 60-49 50-44 56-17 62-1 52-33 58- 5 64- 3 Tell Opponent, ““Do only Extended Range maneuvers next turn. If on a score page, go to section 47, otherwise go to section 57.” 48-41 54-59 60-41 50-45 56-19 62-19 52-23 58-41 64-19 INFLUENCED BY THE GOOD SIDE OF THE FORCE Tell Opponent, “Do only Green or Yellow maneuvers next turn” 48-43 54-59 60-49 50-21 56-63 62-55 52-61 58- 5 64-57 BODY WOUND oN Oy aD Mi . af. 4 We Tell Opponent, “Do no Orange, Red or Force maneuvers next turn.” 48-57 54-59 60-49 50-17 56-51 62-35 52-33 58-35 64- 3 EXTENDED RANGE JUMPING AWAY Tell Opponent, “Do only Extended Range maneuvers next turn, and add +2 to any successful use of the Force next turn (whether restoring your own Force or reducing mine).” 48-43 54-59 60-57 50-39 56-63 62-55 52-61 58-57 64- 3 EXTENDED RANGE Tell Opponent, “Do only Extended Range maneuvers next turn.” 48-27 54-59 60-13 50-39 56-47 62-55 52-33 58- 5 64-57 EXTENDED RANGE (THE FORCE): REVEALING THE DARK SIDE Tell Opponent, “Go to section 57, and do only Extended Range maneuvers next turn. If you were on a score page, ignore that score; I will reduce my Force by 6 and do only Brown maneuvers next turn.” 48-19 54-13 60-19 50-13 56-63 62-47 52-33 58- 5 64-47 EXTENDED RANGE DODGING ad ijn Y Tell Opponent, “Do only Extended Range maneuvers next turn.” 48-43 54-59 60-49 50-39 56-63 62-55 52-61 58-57 64-57 \ EXTENDED RANGE (THE 63 FORCE): RESTORING THE Tell Opponent, “Increase your Force points by 3, and do only Extended Range maneuvers next turn.” 48-43 54-53 60-49 50- 7 56-45 62-57 52-35 58-57 64- 3 SCEPC mR K MRS mC m Mitel a Cua PO Dee Cee clehem OER ona cleats ultimate evil. Obi-Wan Kenobi, a Jedi Knight, opened you to the power of the Force. You became his apprentice and learned the ways of the Jedi. But Kenobi’s methods were slow and difficult, not quick and easy as you hoped they would be. Pom Oe AL (eles Mem enim Pleas CeCe aw tite oR aeDen bret CS SME meme CMe le MH R cece elma eet stand with the Emperor, bent on subjugating the entire galaxy to his New Order. You helped destroy the Jedi, wiping their spark from the universe. Now no one can oppose you or the Emperor. . . ... except for young Luke Skywalker. He is strong in the Force, but untrained, not yet a true Jedi. He is only a boy, but the Emperor fears SMT) fteW elec OM COA o mock niacin Cmtis Dark Side — or destroy him! Is there more to this young man than even you are aware of? WG ee ale aie DUELING P A Cc 4 LUKE - SKYWALKER —— TAR S3Vaea—ea3o0—@—0O—RR Lightsaber Dueling Pack LUKE SKYWALKER Fight a Lightsaber Duel in the World of Star Wars! You are Luke Skywalker — young, strong, with the power of the Force flowing through you. Obi-Wan Kenobi and Yoda, the Jedi Master, began your instruction in the ways of the Force and the Jedi Knights, preparing you to face any challenge. But you were forced to abandon your training before it concluded, leaving to rescue friends from terrible danger. Wielding a lightsaber, the elegant weapon of the legendary Jedi Knights, you stand in defense of the Rebel Alliance and all that is good in the galaxy — not yet a Jedi, but no longer a normal man. Now you must face your most dangerous foe in mortal combat — Darth Vader, Lord of the Sith, master of the Dark Side of the Force. Vader is well trained, utterly ruthless, and totally evil. Can you withstand his awesome power? Game Design: Alfred Leonardi * Character Book Design: Dennis Greci Development: Doug Kaufman * Editing: Bill Slavicsek ‘Art Direction: Stephen Crane * Graphics: Anne Fink Illustrations: Michael Manley © Production: Steven Porpora 251 West 30th Street New York, NY 10001 40010-71 ©, TM & © 1988 Lucasfilm, Ltd. (LFL). All Rights Reserved. Trademarks of LFL used by West End Games, Inc. under authorization. Patented by Alfred Leonardi. Patent no. 4378118 Licensed to Nova Game Designs, Inc. Subslicensed to West End Games. eee OO NN Lightsaber Dueling Pack Rules of Play This booklet represents your character, Luke Skywalker, a Jedi Knightin- training. You are strong in the Force and a master of lightsaber combat. Your op- ponent is Darth Vader, a renegade Jedi who wields the terrible power of the Dark Side. He is the most dangerous foe you will ever face. Components Four components come with the game: The Two Booklets: Each page of each booklet is divided into two sections. The larger section contains an illustration showing what each character is doing. This section is always identified by an odd number. The second, smaller section at the bottom of each page is the maneuver key. It is always identified by an even number. This is a picture section. \\ PRE READY This is a maneuver key section. The Two Character Cards: These are separate cards which come with each booklet. On the front of each card is a picture of one of the characters (either Luke Skywalker or Darth Vader), col- umns listing the maneuvers you can choose in combat, any damage modifiers you get when your maneuver scores, and the number of Force points the character starts the duel with. On the back of the card is a brief explanation of each maneuver (summarizing the “Maneuver Descriptions” presented below). This is a character card. LIGHTSARER DUELING PACK LUKE SKYWALKER ‘with gntaaber How To Play Each player must have a booklet and a character card to play the game. You and your opponent should perform the following steps to prepare for play: 1. Exchange Books: Give your char- acter’s book to your opponent, but keep your own character card. This is very important! You should now hold Luke ——— STAR eE6EeE607)!==—==—=—a8-0——O oO — Skywalker’s character card and the Darth Vader character book. This way you can “see” your opponent's maneuvers when they are performed, as you would in actual combat. 2. Turn to the Start Page: Open the Darth booklet to section 57. You will see Darth at “Extended Range.” At the bot- tom of the picture section are instruc- tions for your opponent. Read the in- structions out loud. For example, using section 57, you would read, “Do only Ex- tended Range next turn.” You are now ready to begin. The following steps are performed during each turn of your duel, until one or both players’ Force points are reduced to zero: 1. Choose Maneuver: Use your char- acter card to choose a maneuver, then turn to the maneuver key section with that same number. Don't forget, this will be an even-numbered section. Remem- ber to obey any instructions your oppo- nent read to you last turn. For example, on the first turn of any game, you may only choose a maneuver from the Ex- tended Range section of your character card. Extended Range ‘section | score Maneuvers umber | Modifier [crarge qo pa cartace (Swing Hiab Pee] 1 Swing Low sso Choose a maneuver. Tell each other the maneuver number you chose. 3. Resolve the Turn: On your move- ment key, find the even number your op- ponent just told you in step 2. When you find it, turn to the odd numbered section listed next to it. This section contains a picture that shows what your opponent looks like at that moment in the duel. Some maneuvers cost Force points from your total. If you choose one of these maneuvers, subtract the required points from your Force total immediately. 2. Tell Your Opponent Your Maneu- ver Number: Once you have chosen a maneuver and turned to the correspond- ing maneuver key section, you must tell your opponent what maneuver key you are on (and he will do the same). Note that the picture will never show what you are doing — that will only ap- pear in the booklet you gave your ‘opponent. 4, Scoring Hits: After turning to the pic- ture section, you check to see if you have scored. If the word “Score” appears in the section, you have hit your opponent. Add the number beneath the word “Score” to the damage modifier listed next to your maneuver on your character card. If the result is greater ST eee Ee than zero, tell your opponent to subtract that many points from his total Force. If the result is zero or less, your opponent is not damaged by your attack. SCORE 4! 5. Next Turn’s Instructions: Read your opponent the “Tell Opponent” instruc- tions. These are listed beneath the pic- ture in the section you are currently in. Tell Opponent: “Do only Green or Yellow maneuvers next turn.” Exception: If one player's instructions tell the other player to turn to a different picture section, the other player's “Score” and “Tell Opponent” sections are not read until he has turned to the new page. This is the only time that the steps are not performed simultaneously. 6. Ending the Duel: If your opponent's Force total is now zero or less, he automatically breaks off the combat and flees. You have won! If it is not yet zero, continue to step 7. If both players’ Force totals reach zero or less on the same turn, the duel ends in a draw. 7. Continue Play: If both you and your opponent have Force points remaining, return to step 1 and choose a new maneuver. Remember, you must take in- to account the instructions you were told in step 5. Close and Extended Range Maneuvers You may not choose Extended Range maneuvers unless specifically told to do so by your opponent. If you are not told, you must use Close Range maneuvers. When told to use Extended Range maneuvers, you may only choose an Ex- tended Range maneuver. Maneuver Descriptions What follows is a brief description of each of the tactics available to Luke Skywalker in the Lightsaber Dueling Pack game. Low Sideswing: An effective attack, bringing your lightsaber in low from the side also breaks up several of your op- ponent’s attacks. The follow-through of the blow could spin you around, though, leaving your opponent behind you. Block Low: This is a more active maneuver than the name indicates. You use your lightsaber to disrupt your op- ponent’s low-line attacks. Resist Dark Side: Adopting a defensive posture that allows your own Force to resist the influence of the Dark Side, this maneuver focuses your power and can revive your waning strength during a grueling battle. Resisting the Dark Side is useful against Force-related actions, but also leaves you in a good position to block certain physical attacks. If your ‘opponent is not aggressive when you use this ability, you might even recover a Force point. es |\) La ST A RT ——ene SO Dodge: The normal Dodge is effective against Downswings and Thrusts, but vulnerable to Sideswings. Your aj sometimes allows you to get behind your opponent when using this tactic. High Sideswing: Similar to the Low Sideswing, but this attack is aimed at the head and upper body. Spin & Strike High: Like a High Side- swing, but preceeded by a dodge or block attack. An excellent combination of defensive and offensive tactics. Thrust Low: A direct stab, aimed at the legs, the Thrust Low leaves you vulnerable to head hits. Also, the momentum of the thrust can sometimes leave you off balance. Jump Away: The Jump Away, virtually a backwards leap, is effective against swings but leaves you vulnerable to thrusts. This maneuver can move you to Extended Range and/or cause your op- ponent to fall down or be turned around. Flip: A leap up and a graceful landing at about the same range, the flip allows you to avoid low attacks, but leaves you extremely vulnerable to high attacks. Duck: The Duck avoids high attacks, but leaves you vulnerable to low attacks and Downswings. It can sometimes be used to place you behind your opponent. Reveal Good: You attempt to convince Darth Vader that he can still be redeem- ed by the good side of the Force. This is the most potent attack available to you but is not often successful, leaving you vulnerable to other forms of attack. Block High: Like Block Low, but for high attacks. Enraged Sideswing: This is a very power- ful attack, but does not score often. In addition, since it represents your allow- ing yourself to feel aggression and anger, it costs you one Force point each time you use it. Dislodge Weapon: This represents a deliberate attempt to knock your foe's lightsaber from his hand. It can work against a variety of maneuvers and is a reasonable defensive tactic, but makes you vulnerable to aggressive assaults. Thrust High: Like Thrust Low, but this thrusting attack is a quicker stab at the upper torso and head. Kick: A dangerous gamble to knock the opponent down, the Kick can leave you off balance. Luke's agility makes this unorthodox maneuver a feasible attack. Enraged Downswing: Like the sideswing attack, but the Enraged Downswing scores less often and for more damage. It also costs you one Force point each time you use it. Wild Swing: Desperate, unaimed slashes at your opponent, the Wild Swing leaves you very vulnerable but is a good attack when you are severely limited. Spin & Strike Low: Like Spin & Strike High, but this maneuver is aimed at your foe's legs. Sense Maneuver: This defensive maneuver allows the Force to flow through you, such that you can an- ticipate and counter your opponent's next attack. It is, however, extremely vulnerable to other uses of the Force. Retrieve Weapon: This attempt to retrieve a dislodged lightsaber requires that your opponent give you a moment to concentrate and use the Force. If he presses, you will probably be distracted and fail. Extended Range Charge: An aggressive maneuver to close range. Often, this charge hurts your opponent while hurt- ing you more. Like the enraged attacks, it costs you a Force point to use. Extended Range Restore Force: Like the Resist Dark Side tactic, but this applica- tion is more useful for restoring lost Force points than as a defensive maneuver. ee ) —_——— ____STAR _——————— Other Extended Range Maneuvers: These are equivalent to their close range counterparts, but from a greater distance. About Your Character Luke Skywalker: Farmboy to Jedi Luke Skywalker, hero of the Battle of Yavin, Alliance officer and Jedi Knight- in-training, is something of an enigma. A fascinating combination of youthful exuberance and head strong impetuosi- ty wrapped in a cheerful package of boyish good looks, this seemingly nor- mal young man has caused the Empire more misery, pain and frustration than almost anyone else in the galaxy. In his short tenure in the Rebel Alliance, Skywalker has become something of a hero to the men and women fighting the Empire. Not for his unquestioned talents — brilliant star- fighter pilot and crack marksman that he is — or even for his fantastic success in battle, but because he symbolizes all that is best in humankind: loyalty to friends and companions, willingness to die for one's beliefs, and courage in the face of overwhelming adversity. Luke grew up on the desert planet Tatooine, raised by Owen and Beru Lars on their moisture farm. Always a dreamer, Luke's mind was forever turn- ing to the future and the stars. Skywalker’s story starts at harvest time on Tatooine, shortly before the Imperial Senate was disbanded. To help on the farm, Owen Lars purchased two Droids from local Jawa traders. Unknown to him or Luke, these Droids, R2-D2 and C-3PO, were fugitives from a Rebel blockade runner captured in orbit by an Imperial Star Destroyer. The Droids led Luke to Obi-Wan Kenobi, a Jedi Knight hiding on the desert world. Obi-Wan gave Luke a lightsaber, the very one used by Luke's father during the Clone Wars. He began young Skywalker’s training to develop his latent Force powers, convincing Luke to accompany him to Alderaan to aid the Rebel Alliance. With the help of the smugglers Han Solo and Chewbacca, Luke rescued Princess Leia Organa. This set into motion the events that led to Obi-Wan’s death at the hands of his old apprentice, Darth Vader, and concluded with Luke's shot that destroyed the awesome Imperial space station — the Death Star. But Obi-Wan was a Jedi Knight, strong in the mysterious power known as the, Force. Death was not the end for him, but a new beginning. He returned to Luke on the ice planet Hoth, instructing the young man to go to Dagobah and seek out Yoda, the Jedi Master. There Luke would learn more about the ways of the Force and finish his Jedi training. So Luke went to the swamp planet in search of a great warrior. Instead, he found a Jedi Master. Short, green, with pointed ears and an impish grin, Yoda quickly pointed out, in his strange dialect, that “wars not make one great.” Yoda's power is vast and his inner strength is as steel, for the Force flows strong in him. With Yoda there is no try, only do — and for him, nothing is im- possible, for the Force is his ally. He con- tinued Luke's grueling studies, instruct- ing him in the ways of the Force and the Jedi. But just as he was about to com- plete his training, Luke was called off to save his friends from an Imperial trap on Bespin. After a terrible lightsaber duel with Vader that saw the loss of Luke's hand, Skywalker returned to Dagobah to finish what he had started. But Yoda was dying, finally succumbing to 900 years of existence. Luke begged him not to die, to help him complete his training. With a shake of his head, Yoda told Luke that he required no further training. es | — i SS 868. 90S Only one thing remained before Luke Skywalker became a Jedi Knight. “Vader,” whispered the Jedi Master, “you must confront Vader. Then, only then, a Jedi you will be.” Teachings of the Jedi Master “Concentrate. Feel the Force flow. Not outside or inside, but part of all it is. Through the Force, things you will see.” “A Jedi must have the deepest com- mitment, the most serious mind. Adven- ture, heh! Excitement, heh! A Jedi craves not these things.” “A Jedi’s strength flows from the Force. A Jedi uses the Force for knowledge and defense. Never for attack.” “Beware the Dark Side. Anger, fear, ag- gression. The Dark Side of the Force are they. Easily they flow, quick to join you in a fight. If once you start down the dark path, forever will it dominate your destiny. Consume you it will” Jedi Tactics General Tactics The code of the Jedi emphasizes passive action, a seeming contradiction in terms. However, in practice, a Jedi Knight uses his opponent's strengths against him, turning attacks back upon the attacker and creating offense from good defense. The keys to this strategy are the Force and the lightsaber. Com- bined, these make a trained Jedi unbeatable. The Jedi begins any battle by sensing the flow of the Force, establishing his op- ponent's positions and intentions. This takes place in a split second. Then the Jedi acts, using defensive counterblows, deflecting opponent's blades and even blaster bolts back at his foe. (A favorite Jedi tactic involves leaping into the center of many blaster-wielding enemies, waiting for them to fire, then deflecting their bolts to strike each other.) Against a lightsaber-wielding oppo- nent the Jedi is more careful, more aware of the Force, since the enemy is likely to be well-versed in its use as well. Rapid movement and anticipation of the opponent's next attack are the key to success. Luke Skywalker and the Force Young Luke Skywalker is not yet a full Jedi Knight — he still struggles against the seductive power of the Dark Side of the Force. Occasionally he violates Jedi tenets and attacks with anger in his heart. This is dangerous . . . but if he can balance his aggressive feelings with his essentially good nature, he becomes a formidable foe indeed. Luke's strength against Darth Vader lies in his agility and speed (he is able to block or dodge blows that send the slower-moving Vader stumbling off balance) and the unexpectedness of his aggressive attacks. Used sparingly, these can be devastating. Finally, there is the Force. Luke can resist Vader's attempts to seduce him to the Dark Side with relative ease — but the danger exists that Luke's aggressive feelings will betray him. On the other hand, Luke's beliefs that Vader can still redeem himself and return to the good side seem to have a profound effect on the Dark Lord. The Lightsaber No ancient artifact evokes so much legend, myth, and mystery as the lightsaber. This elegant energy blade served as the personal weapon of the Jedi Knights — and, as a symbol, represented the authority, skill and honor that was the Jedi Code. For over a thousand generations the Jedi Knights were the most powerful, most respected es V || eS _—_———————— force in the galaxy, serving as guardians of peace and justice throughout the Old Republic. The lightsaber is at once the simplest of weapons and the most difficult to wield and master. It is, essentially, a sword, but with a blade of pure energy powerful enough to cut through most materials — except another lightsaber blade. So far as is known, only the Jedi were able to master the lightsaber, perhaps because only they understood and used the mysterious power called the Force. The Jedi trained with tremendous diligence and commitment, passing the art and tactics of lightsaber dueling on from teacher to student. Although the exact details of lightsaber operation remain shrouded in mystery, the general technology is known. All the controls and components fit into a compact handle 24 to 30 cen- timeters long. When the Jedi activates the lightsaber, a tremendous charge of pure energy flows from the power cell. A series of multi-faceted jewels focus the energy into a tight, parallel beam. The beam emits from a positively charged continuous energy lens at the center of the handle. The beam then arcs circumferentially back to a negatively charged high energy flux aperture, usually set in a disk that also serves as a handguard. The power amplitude determines the point at which the beam arcs back to the disk, setting the blade length. The tight, arcing beam forms a blade of amazing strength. SV ||| JUMPING AWAY Tell Opponent, “Add +2 if you score next turn” 34-41 42-49 4-49 12-19 20-31 28-13 36-13 44-11 6-13 14-49 22-49 30-49 38- 46 - 27 40 - 49 SWINGING HIGH Tell Opponent, “Do no Red maneuvers next turn.” SWINGING LOW Tell Opponent, “Do no Blue maneuvers next turn.” 34-19 42-19 36-19 44-14 38 - 46-19 40-19 Tell Opponent, “Do no Red or Orange maneuvers next turn.” 34-19 42-5 4-49 12- 3 20-29 28- 3 36-15 44-14 6-17 14-23 22-23 30- 3 38- 46 - 43 40- 5 THRUSTING Tell Opponent, “No restrictions next turn.” 26-45 34-25 42-31 4-53 12- 3 20-23 28-31 36-31 44-45 6-17 14- 7 22-59 30- 3 38- 46 - 43 - 32-53 40-53 THE FORCE: SENSING NEXT MANEUVER Select a maneuver, then tell Opponent, “No restrictions next turn. I will do a ________ color maneuver next turn.” 34-25 42-49 4-49 12-45 20-29 28-19 36-19 44-14 6-17 14- 9 22-59 30- 3 38- 46 - 29 40-19 LEG WOUND SWINGING DOWN Tell Opponent, “No restrictions next turn” 34-41 42-57 4-57 12-57 20-57 28-21 36-41 44-57 6-17 14- 9 22-59 30-57 38- 46 - 43 40-21 THE FORCE: RESISTING THE DARK SIDE ) Tell Opponent, “If you are NOT on a score page, restore one point of Force. Do no Orange maneuvers next turn.” OFF BALANCE Tell Opponent, “Do only Green or Yellow maneuvers next turn.” 34-25 42- 5 4-49 12-23 20-29 28-21 36-15 44-14 6-17 14- 9 22-59 30- 3 38- 46 - 43 40- 5 TURNED AROUND SCORE 0 Tell Opponent, “Do only Yellow or Spin & Strike maneuvers next turn.” 34-25 42-51 4-54 12-54 20-51 28- 3 36-51 44-54 6-17 14-51 22-59 30- 5 38- 46 - 43 40-541 BEHIND YOU Tell Opponent, “Double the effect of any succe: the Force next turn, either restoring your own or reducing mine. Do no Orange.” 34-53 42- 5 4-41 12-45 20- 7 28- 3 36-15 44-11 6-17 14- 9 22-59 30- 3 38- 46-44 40-21 KICKING Tell Opponent, “Do no Yellow maneuvers next turn. If on a score page, ignore the result and go to section 41 instead.” 34-25 42- 5 36-19 44-19 38 - 46 - 43 40- 5 WEAPON DISLODGED Tell Opponent, “Do only the Force, Kick, Green, or Yellow (except Wild Swing) maneuvers until you have retrieved your weapon.” DUCKING Tell Opponent, “No restrictions, but add +2 to any Blue that scores next turn.” 34-25 42-27 4-49 12- 3 20-29 28- 3 36-15 44-14 30 6-17 14- 9 22-27 30-27 38- 46-27 40- 5 ARM WOUND 2-53 34-25 42-19 4-53 12-45 20-29 28-53 36-53 44-45 6-45 14-53 22-31 30- 3 38- 46 - 43 8-33 40 - 34 DODGING atta Tell Opponent, “Add +2 to any Downswing or Sideswing maneuvers that scores next turn.” 34-19 42- 5 4-49 12- 3 20-29 28- 3 36-41 44-14 6-17 14- 9 22-19 30- 3 38- 46-27 40-41 EXTENDED RANGE BODY WOUND Tell Opponent, “Do only Brown maneuvers next turn” 34- 7 42-5 4-7 12- 3 20- 7 28- 7 36-15 44-45 6-19 14- 9 22-19 30-27 38- 46- 7 40- 7 JUMP FLIP Tell Opponent, “Do no Blue maneuvers next turn (except Kick), but add +2 to any Orange maneuvers that scores next turn.” 34-25 42-19 36-31 44-45 38 - 46 - 43 40- 5 Tell Opponent, “Do no Yellow or Force maneuvers next turn.” 34-25 42-49 40 4-49 12-41 20-13 28- 3 36-41 44-11 6-314 14-49 22-13 30- 5 38- 46 - 43 40- 5 KNOCKED DOWN [44 | “Do only Green or Yellow maneuvers next Tell Opponent, turn.” 34-41 42-49 4-49 12-49 20-19 28-13 36-19 44-14 6-17 14-49 22-49 30- 5 38- 46-27 40-49 RETRIEVING WEAPON Tell Opponent, “You have retrieved your weapon and may use it again. No restrictions next turn.” 34-19 42- 5 4-49 12- 3 20-29 28-19 36-45 44-45 6-17 14-49 22-59 30-19 38- 46-27 40-19 Tell Opponent, “No restrictions next turn.” 34-25 42- 5 4-49 12- 3 20-29 28- 3 36-15 44-14 6-17 14- 9 22-59 30-15 38- 46-43 40- 5 EXTENDED RANGE KNOCKED OFF BALANCE Tell Opponent, “Do only Brown maneuvers next turn.” 48-43 54-59 60- 9 50-414 56-17 62- 1 52-33 58- 5 64- 3 PARRYING LOW Tell Opponent, “No restrictions next turn.” 48-41 54-59 60- 9 50-45 56-19 62-19 52-23 58-41 64-19 BEING INFLUENCED BY THE DARK SIDE OF THE FORCE Tell Opponent, “Do only Orange or Yellow maneuvers next turn.” 48-43 54-59 60- 9 50-21 56-63 62-55 52-61 58- 5 64-57 Tell Opponent, “Do no Orange or Spin & Strike maneuvers next turn” 48-57 54-59 60- 9 50-17 56-51 62-35 52-33 58-35 64- 3 EXTENDED RANGE Tell Opponent, “Do only Extended Range maneuvers next turn, and add +2 to any successful use of the Force next turn (whether restoring your own Force or reducing mine).’ 48-43 54-59 60-57 50-39 56-63 62-55 52-61 58-57 64- 3 EXTENDED RANGE AT THE READY Tell Opponent, “Do only Extended Range maneuvers next turn” 48-27 54-47 60-13 50-39 56-47 62-55 52-33 58- 5 64-57 EXTENDED RANGE (THE FORCE): REVEAL GOOD Tell Opponent, “Go to section 57, and do only Extended Range maneuvers next turn. If you were on a score page, ignore that score; I will reduce my Force by 6 and do only Brown maneuvers next turn.” 48-19 54-13 60- 9 50-13 56-63 62-47 52-33 58- 5 64-47 EXTENDED RANGE ; Tell Opponent, “Do only Extended Range maneuvers next turn.” 48-43 54-59 60-57 50-39 56-63 62-55 52-61 58-57 64-57 f EXTENDED RANGE (THE FORCE): RESTORING THE Tell Opponent, “Increase your Force points by 3, and do only Extended Range maneuvers next turn.” 48-43 54-53 60-57 50- 7 56-45 62-55 52-35 58-57 64- 3 You are Luke Skywalker, hero of the Rebellion. Once you were only EUrloM ym ime iterate yi cam ima ran cw ect Lelie dream real, plunging you into a raging civil war. You learned that the mysterious power called the Force flowed strongly through you, coming to your aid when you needed it most. With the Force as your ally, it seemed you could accomplish anything. With the help of Obi-Wan Kenobi and the Jedi Master Yoda, you began training in the ways of the Force and the Jedi Knights. You wanted to become a Jedi, one of those legendary protectors of the Old Republic, for with such power you could defeat the Empire and restore justice to the galaxy. But circumstances caused you to abandon your training — not yet a Jedi, but no longer a normal man. Now you must face your most dangerous foe in mortal combat — ENUM Cera TMC MCRL me M CaSO Coma omec ee ed, more powerful, Vader stands as an affront to everything you believe in. Are your untried skills powerful enough to defeat him? LIGHTSABER DUELING PACK FORCE POINTS Character Card DARTH VADER with Lightsaber Close Range Maneuvers DOWN- SWING SIDESWING THRUST SPECIAL Extended Range Maneuvers Section Number Score Modifier ATTACK GRRE Seed 50 +3 64 58 Reveal Dark Side Restore Force Ouran DEFENSE, Pala irene ©1644 © 1988 Lucas LTD |LFL). All RightsReserved. Wacemarks of LFL used by West End Games, Inc. under authorization Darth Vader's Maneuver Descriptions Low Sideswing (2) Breaks up several attacks, but can spin you around. Block Low (4) Disrupts low-line attacks. Resist Good Side (6) Useful against Force-related actions, certain physical attacks, and can restore a Force point. Dodge (8) Effective against Downswings and Thrusts, but vulnerable to Sideswings. Can sometimes be used to get behind your opponent. High Sideswing (10) Similar to Low Sideswing, but aimed at the head and upper body. Thrust Low (14) A direct stab at the legs that leaves you vulnerable to head attacks. Can leave you off balance. Jump Away (16) Effective against Swings but vulnerable to Thrusts. Can move you to Extended Range and knock down or turn around your opponent. Jump Up (18) Avoids low attacks but vulnerable to high attacks Duck (20) Avoids high attacks but vulnerable to low attacks and Downswings. Can be used to get behind your opponent. Reveal Dark Side (22) Your most potent attack, but not often successful. Leaves you vulnerable to other forms of attack. Hurl Objects (24) Nearby objects attack, usually knocking your opponent off balance, but cause little damage. Block High (26) Like Block Low, but for high attacks. Sideswing Spin (28) Very powerful attack, but usually receives as much damage as. it gives, Dislodge Weapon (30) A deliberate attempt to knock your foe's lightsaber from his hand. Thrust High (32) Like Thrust Low, but aimed at the upper torso and head. Kick (34) Dangerous gamble to knock your opponent down. Can leave you off balance. Downswing Smash (36) Your most powerful attack, but slow. Can leave you off balance. Wild Swing (40) Desperate, unaimed slash leaves you very vulnerable. Sense Maneuver (44) Defensive use of the Force to anticipate and counter next attack. Vulnerable to other uses of the Force. Retrieve Weapon (46) Attempt to recover a lost lightsaber. Extended Range Charge (80) Aggressive maneuver to close range. Very vulnerable to attacks. Extended Range Restore Force (56) Like Resist Good Side, but more useful for restoring lost Force points than as a defense. Other Extended Range Maneuvers Equivalent to close-range counterparts, but from a greater distance. Part * 4010-60 LIGHTSABER DUELING PACK Character Card LUKE SKYWALKER with Lightsaber Score Modifier | +4 BLOCK SPECIAL Id : Extended Range Score Maneuvers Modifler FORCE POINTS Charge | +3 | arack geben Sed ie oura era DEFENSE (aaa peed © 7M & © 1988 Lucositm LTO (LFL) All Rights Reserved. Trademarks of LEL wed by Wet End Games ne under authorization Luke Skywalker’s Maneuver Descriptions Low Sideswing (2) Breaks up several attacks, but can spin you around. Block Low (4) Disrupts low-line attacks. Resist Dark Side (6) Useful against Force-related actions, certain physical attacks, and can restore a Force point. Dodge (8) Effective against Downswings and Thrusts, but vulnerable to Sideswings. Can sometimes be used to get behind your opponent. High Sideswing (10) Similar to Low Sideswing, but aimed at the head and upper body. Spin & Strike High (12) Like a High Sideswing, but includes a dodge or block attack. Thrust Low (14) A direct stab at the legs that leaves you vulnerable to head attacks. Can leave you off balance. Jump Away (16) Effective against Swings but vulnerable to Thrusts. Can move you to Extended Range and knock down or turn around your opponent. Flip (18) Avoids low attacks but vulnerable to high attacks Duck (20) Avoids high attacks but vulnerable to low attacks and Downswings. Can be used to get behind your opponent. Reveal Good (22) Your most potent attack, but not often successful. Leaves you vulnerable to other forms of attack. Block High (26) Like Block Low, but for high attacks. Enraged Sideswing (28) Very powerful attack, but costs you one Force point each time you use it. Dislodge Weapon (30) A deliberate attempt to knock your foe's lightsaber from his hand. Thrust High (32) Like Thrust Low, but aimed at the upper torso and head. Kick (34) Dangerous gamble to knock your opponent down. Can leave you off balance. Enraged Downswing (36) Scores less often, but for more damage. Costs you one Force point each time you use it. Wild Swing (40) Desperate, unaimed slash leaves you very vulnerable. Spin & Strike Low (42) Like Spin and Strike High, but aimed at the legs. Sense Maneuver (44) Defensive use of the Force to anticipate and counter next attack. Vulnerable to other uses of the Force. Retrieve Weapon (46) Attempt to recover a lost lightsaber. Extended Range Charge (50) Aggressive maneuver to close range. Very vulnerable to attacks. Extended Range Restore Force (56) Like Resist Dark Side, but more useful for restoring lost Force points than as a defense. Other Extended Range Maneuvers Equivalent to close-range counterparts, but from a greater distance. Part * 40010-61 LIGHTSABER DUELING oe i 5 1 a DARTH VADER LUKE SKYWALKER The Star Wars saga continues ... Lightsabers clash, good battles evil, and Luke Skywalker confronts Darth Vader for the fate of the galaxy! Luke Skywalker, hero of the Rebel Alliance — strong in the Force but not yet a Jedi Knight. Darth Vader, master of the Dark Side — a renegade Jedi cor- PRA ae Py MMU alamo m CC Mom mato cel bg Taner see M mye Cm ie wane Meese om LUO ec meee ea UC CO MOR eI Ebomt sia teKe MK me mules temo ee icleloreweULl the outcome of the confrontation depends on — you! In this thrilling two-player game, one player controls Luke Skywalker and Piao me HOP TUL ORAM elacamcimeni yu ar ebm uc gL oy with skillful use of the Force will emerge victorious. BUCH Nt Peer ecectacvebAlc a PO sam Ma eee RoC) Ase dite melt meloaeR ORI CT merce tele lame COE UMUC ALOR CATE including one Luke Skywalker Character Booklet, one Darth Vader Character Booklet, and two Maneuver Cards. West End Games, Inc, Oey Mas Ut melee sa a ISBN 0-87431-084-1 New York, NY 10001 et Cy Tem aa en CN (are ages 12 and up. aor erent Rin rene tenet ae Pee 0 18874 40010)

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