Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is atarchiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by theWayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
The Archive Team Panic Downloads are full pulldowns of currently extant websites, meant to serve as emergency backups for needed sites that are in danger of closing, or which will be missed dearly if suddenly lost due to hard drive crashes or server failures.

If the text of a card directly contradicts the rules of thegame, the text of the card takes precedence. If you canfollow both the rules of the game and the text of thecard, do so.
All cards may have the following components: affiliation,color, type, title, ability, uniqueness, flavor, identification,rarity, and dice reference.
There are three different affiliations: hero, villain, and neutral.The affiliation of each card is written on the bottom ofthe card.
Each card is associated with a specific color and is written onthe bottom of the card.
Each card is one of six types: battlefield, character, event,upgrade, support, or plot. The type is listed above a card’s abilities,except on battlefields, where it does not appear. Some cards have oneor more subtypes listed after the type.
A card’s title is used to identify and describe what itrepresents in the Star Wars universe.
Most cards have one or more abilities listed on them.
Each card is either unique or non-unique. Unique cards aremarked by a diamond () beforetheir titles. All other cards are non-unique.
A player cannot have more than one copy of a unique cardin play at the same time. There cannot be more than onecopy of a unique character on a team, and a player cannotplay a unique support or unique upgrade if they already haveanother copy of that card in play.
The unique restriction applies to each player individually.Players can each have one copy of a unique card in play atthe same time.
If a player ever controls more than one copy of a uniquecard, then they must immediately discard one of thosecards from play.
The unique restriction does not apply to dice. A player canhave multiples of the same dice in play at the same time.
Characters with the same title but a different subtitleare still considered to be the same character fordetermining uniqueness.
Example: A player cannot use Darth Vader, Sith Lord and Darth Vader, Dark Apprentice on the same team.
Flavor text has no in-game application when present.
A card’s identification contains the set symbol (Awakenings’set symbol is) followed bya number. These help identify the cards and match them to dice.
There are five levels of rarity. The rarity of a card is shown bya color behind the collector’s info. A die that comes with acard shares its rarity with that card.
A card that comes with a die has reference boxes that showall six sides of that die.
Battlefields represent various locations that players face-offin. One battlefield is chosen at the beginning of the game,and the other battlefield is not used.
A subtitle defines the location or planet of a battlefield,and helps distinguish different versions of characters fromeach other.
Plots represent various schemes and strategies that playerscan begin the game with. Players may optionally select oneplot (but no more than one) when building their team. Eachplot has a point value that counts toward the 30 point limit,just like characters. Plots start the game in play and remainin play.
A card’s point value is how many points it costs to include iton a team.
Characters represent notable individuals in the Star Warsuniverse. Each player spends up to 30 points on charactersduring customization. Characters start the game in play andremain in play until defeated. Each character has one or twodice that is rolled when that character is activated.
A character’s health is how much damage it can take beforebeing defeated.
A character’s point value(s) is how many points it coststo include it in a team. If there are two values, then thesmaller value is how many points it costs to use one of thatcharacter’s dice, and the larger value is how many points itcosts to use two of that die. A character with two of its dice iscalled an elite character.
Events represent tactical actions, schemes, twists of fate, andother unexpected developments that might occur during thegame. When a player plays an event, theyfollow the card’s instructions and thendiscard it to their discard pile.
The cost of a card is listed in the upper-left hand corner of thecard. A player must spend resources equal to the cost of acard in order to play it.
Support cards represent various vehicles, connections, andlogistical aid. When a player plays a support card, they placeit faceup in their play area, next to or behind their characters.Supports have repeatable or ongoing effects and stay in playunless an effect or ability discards them.
Some cards have subtypes listed afterthe card’s type, such as “Vehicle” or“Weapon.” Subtypes have no inherentrules associated with them, but othercards may reference them.
Upgrades represent weapons, gear, and abilities thatcharacters have at their disposal. When a player plays anupgrade, they attach it faceup to one of their characters. Aplayer may discard an upgrade already on that characterto reduce the cost of the new upgrade by the cost of thediscarded one. Upgrades have repeatable or ongoing abilitiesand stay in play unless an effect or ability discards them, orthe character they are attached to is defeated.
The game uses six-sided, premium dice. All dice may havethe following components: value, symbol, cost, modifier,identification, and rarity.
The value is a number that is listed above the symbol.
Each side of a diemay have a symbol on it. When a die is resolved,an effect is carried out based on the symbol that is showingon the die.
Some dice have a cost, listed in a yellow box at the bottom ofthe side. A player must spend resources equal to the cost ofthe die side in order to resolve it. If they cannot pay the cost,they cannot resolve that die’s side.
Some dice have one or more blue sides with a plus sign (+)before the value. Sides with a plus can only be resolved atthe same time as another die that shows the same symbolwithout a plus. While resolving, the plus value is added to theother die to create a new value.
Example: You roll a+2 symbol. You also roll a1 symbol,so you can resolve the+2 along with the1 for 3 ranged damage dealt to any one character. If you had not rolled the1, or had already spent it, you could not have resolved the+2 die.
The identification contains the set symbol followed by anumber. Each ID matches a corresponding card.
The rarity of a die matches the rarity of its card (see “Rarity”).
Activating various cards rolls dice into a player’s dice pool.The dice can then be resolved for their symbols’ effectas a later action. Each symbol has a different effect, asdescribed below. Most symbols have a value above them thatdetermines the scale of the effect.
Deals damage to a character equal to the value of the symbol.
Deals damage to a character equal to the value of the symbol.
Deals damage to an opponent’s character(s) equal to thevalue of the symbol, distributed as that opponent wishes.
Gives a character shields equal to the value of the symbol.
Gains resources equal to the value of the symbol.
Forces an opponent to lose resources equal to the value ofthe symbol.
Discards random cards from an opponent’s hand equal to thevalue of the symbol.
Turns a number of other dice in the player’s dice pool to thesides of their choice. The number of dice they turn is equal toor less than the value of the symbol.
Uses the special ability marked by asymbol on that die’s card. Specials have a value of 0.
Blank symbols have no effect and cannot be resolved. Blankshave a value of 0.
Many cards allow a player to resolve one or more dice.When a player resolves a die through a card, they use thenormal die effect based on the symbol, and follow anyextra instructions.
Each player has their own areas of play. These areas areeither in play or out-of-play.
After an upgrade or support is played, it is added to the playarea and is in play. Characters and plots also start the game in play,and remain there until defeated. Events are never in play;they are played, resolved, and discarded without entering theplay area.
This is where dice are rolled. Each player has their own dicepool. Dice are always placed on their matching cards whennot in a dice pool.
A player’s resources are kept next to their cards.
If a player controls the battlefield, it kept in their in play area.
Cards in a player’s hand, deck, and discard pile are out of playand their abilities cannot be used until they are played.
Each player has a hand of cards. As an action, they areable to play cards from their hand by paying the cards’resource costs.
Each player brings a deck of 30 cards to the game. During thegame, the deck refers to the stack of facedown cards a playerhas not drawn yet.
The discard pile is a faceup pile near a player’s deck wherethey place their discarded cards.
When an event is played, it is placed faceup on the table andis in limbo. It is no longer in the player’s hand. Once the eventresolves, it goes to the discard pile.
When dice are not in a dice pool, they are placed on theirmatching card.
At the beginning of the game, some dice are set aside. Theseare dice that can enter play via cards. Players may hide thesedice from their opponent using a tray or a dice bag.
This is where the various game tokens are placed. All tokensare taken from the supply when gained (resources), dealt(damage), or given (shields). All tokens are returned to thesupply when spent (resources), lost (resources), healed(damage) or removed (shields). If players run out of tokens,they should find a proper proxy.
Customization happens before playing a game. Players canexperience the game in new ways by developing one-of-a-kindstrategies and combinations.
To build a team, a player chooses up to 30 pointsof characters and up to one plot.
In addition to characters and a deck, a player selects onebattlefield to bring with them to the game.
Example: A player chooses the elite version of Leia Organa (28) for 16 points, and the non-elite version of Han Solo (46) for 14 points. Their two characters are a combined 30 points, which is the most points there can be on a team.
Since Leia Organa and Han Solo are hero characters, theplayer cannot use villain cards in their deck. They can alsonot include Blue cards, since they did not choose a Bluecharacter. The player selects 30 Red, Yellow, and Gray cardsto add to their deck. They decide to take at least 10 cardsthat have dice, as it is important to draw and play cards thatprovide dice.
Finally, the player selects Rebel War Room (171)as their battlefield. If chosen during setup, this will allow them touse their dice with resource costs, like Han Solo’s 3 rangeddamage side, for free.
The game is a fast-paced, back-and-forth battle where playersalternate taking actions.
To set up the game, follow these steps in order:
Each game is played over a series of rounds. Each round hastwo different phases: an action phase and an upkeep phase.
During the action phase, players alternate taking turns. Theplayer who controls the battlefield takes the first turn. Whenit is a player’s turn, they can perform one action or pass.When both players pass consecutively, the action phase endsand play proceeds to the upkeep phase.
During the upkeep phase, each player does the following:
Actions are taken by a player whenever it is their turn. On aplayer’s turn, they must take an action or pass. The differentactions are listed below and described in detail later:
When a player is allowed to take additional actions on theirturn, they must immediately take them following the resolutionof the current action or decline to act (this is not the same aspassing your turn). They cannot save the actions for later. Ifthey are allowed to take an action outside of their turn, theyalso must take it immediately or decline to act.
Before a player plays a card, they should first check to seeif there are any play restrictions on the card. If there are,and those conditions are not met, then the card cannot beplayed.If playing an upgrade, choose a character it can beattached to.
If there are no restrictions, or all restrictions to play the cardare met, then the player must pay resources equal to thecard’s cost. If they do not have enough resources to pay, thenthe card cannot be played.
Once a card’s cost has been paid, the card is resolved basedon its type.
To activate a character or support card, a player exhauststhat card and rolls all of its dice. These dice are now in thatplayer’s dice pool, and that player can take an action on afuture turn to resolve their symbols. Characters always rolltheir character dice and their upgrade dice (from attachedupgrades) when activated. Supports roll their own die intothe dice pool when activated. Supports without a die cannotbe activated.
Eachside of a die may have a symbol on it (seeDice symbols). A player mayresolve one or more dice in their pool that have the samesymbol, one at a time (unless adding a modified die, then thedice are resolved simultaneously). To resolve a die, a playermust pay any costs and carry out the effect represented bythe symbol on that die. Then they return it to the card that itcame from.
A player can discard one card of their choice from their handto reroll one or more dice in their pool. They must choose allthe dice they want to reroll before rerolling.
Some support, upgrade, and character cards have specialactions listed on them. These actions are preceded by theword “Action” in bold. To resolve this action, follow thecard’s instructions.
When a player claims the battlefield, they may use its claimability. If they do not control the battlefield, they take controlof it and move the battlefield card next to their deck. Forthe rest of this round, that player automatically passes allof their future turns and declines to act if they ever have theopportunity to take actions. Their opponent continues takingturns until they also pass. Only one player can claim thebattlefield each round.
If a player does not wish to take an action, they may pass.They do nothing, but they retain the option to take an actionafter their opponent. After both players pass consecutively,the round proceeds to the upkeep phase.
Example: A player uses the Action on General Veers (4), but there is no Veers die for them to remove. As such, nothing happens and they are considered to have passed their turn.
Reminder text is text in parentheses that clarifies game text.It is used to remind players of rules and does not supersedethe rules.
There are two ways for a game to end:
These are important rules that are used every game.
When a character is dealt damage, place that much damageon the character. When a character has damage on it equal toits health, it is immediately defeated.
When a character has damage on it equal to its health, itis immediately defeated. Remove all of its dice from thegame (both its character dice and its upgrades), discardall upgrades on it, and remove the character card from thegame.
Resources are the game’s currency and are used to payfor cards, card abilities, and resolving dice. The amountof resources a player has available at any given time isrepresented by their resource tokens. Resources begin thegame in the supply. When a player gains resources, theytake tokens from the supply. When a player spends or losesresources, they return tokens to the supply.
Shields block damage. Each shield blocks 1 damage thatwould be dealt to the character. After blocking damage, theshield token is removed.
Whenever a player draws a card, they take the top card oftheir deck and add it to their hand.
A card is ready when it is in an upright position. Ready cardscan be exhausted (turned sideways). A player instructed toready a card should turn the card to an upright position.
A card is exhausted when it is turned sideways. Exhaustedcards can be readied (turned upright). A player instructed toexhaust a card should turn the card to a sideways position.
An ability is the special game text that a card contributesto the game. There are five types of abilities: actionabilities, claim abilities, ongoing abilities, special abilities,and triggered abilities. There are also keywords, whichare shorthands for abilities that appear on multiple cards.Cards can have more than one ability; each ability is its ownparagraph on the card.
Example: Finn (45) has two different abilities.
An ability becomes usable as soon as its card enters play, andremains usable as long as that card is in play. An ability froman event is resolved when that event is played.
Players must resolve as much of an ability as they are able to,unless it includes the word “may” or explicitly gives the playera choice. Special abilities ()are mandatory if that side of its die is resolved.
The queue is an imaginary line that all game effects andabilities enter and leave in chronological order whentriggered, based on a “first in, first out” principle. Each onewaits its turn in the queue until the trigger condition iscomplete. Each effect must fully resolve before the next oneresolves. If during the resolution of something in the queue,another effect is added, it moves to “the end” of the queueand is resolved last.
Example: A player resolves one of their dice to deal 2 damage to a character. The 2 damage enters the queue, and since nothing else is in the queue it currently resolves.
Some support, upgrade, and character cards have uniqueactions listed on them. These actions are preceded by theword “Action” or “Power Action” in bold. To resolvethis ability, a player must spend one action on it duringtheir turn and then follow the instructions on the card.
Example: Underworld Connections (101) has the action ability “Action - Exhaust this support to gain 1 resource.”
Battlefields have claim abilities on them, preceded by theword “Claim” in bold. These abilities are optional and may beresolved by the player who claims the battlefield.
Any non-keyword ability whose text contains no triggercondition and does not have a bold word in front of it (like“Action” or “Claim”) is an ongoing ability.
Example: Personal Escort (78) has the ongoing ability “Attached character has the Guardian keyword.”
Some cards have abilities on them which are considered tobe inherent to the die, and always affect how the die resolves,independent of the card being in play.
Example: Diplomatic Immunity (50) says “The shields from this die can be given to any of your characters, distributed as you wish.” The shields from this die can be split up regardless of whether the card is in play or not, such as when resolved through Poe Dameron’s (29) special ability.
These are a type of inherent die abilities that appear onsome cards and are marked by the special () symbol. Whena die with that symbol is resolved, the special ability on itsmatching card is resolved.
Keywords are shorthands for abilities that appear onmultiple cards.
After playing (and resolving) a card with Ambush, a playermay immediately take another action.
Before a character with Guardian activates, its ownermay remove one die showing damage (or) fromtheir opponent’s dice pool to deal damage equal tothe value showing on the die removed to the activatingGuardian character.
This keyword only appears on upgrades. After the attachedcharacter is defeated, its controller may immediately movethis upgrade to any of their other characters. The upgrade diemoves to the new character card, even if it was in the dice pool.
A triggered ability has a trigger condition and an effect. Whena triggered ability meets its trigger condition, the abilityresolves.There are two types of triggered abilities: ”after” and“before” abilities.
A trigger condition indicates the timing point at which anability may be used, and always follows either the word “after”or “before.” A trigger condition matches a specific occurrencethat takes place in the game.
Example: Qui-Gon Jinn (37) is about to gain a shield, which is the trigger condition for his ability that says “Before this character gains 1 or more shields, you may remove 1 of his shields to deal 1 damage to a character.”
If, during the course of a game, a before ability meets itstrigger condition, immediately resolve the before abilitybefore continuing to resolve the rest of the effect. In this way,before abilities can interrupt the flow of the game.
Example: One with the Force (42) says “Before attached character is defeated, this card becomes a support for the rest of the game.” The trigger condition is “attached character is defeated,” and the timing word “before” tells you to resolve the rest of the effect before the trigger condition resolves.
If, during the course of a game, an after ability meets itstrigger condition, it resolves following the resolution of thetrigger condition. Unlike before abilities, after abilities do notinterrupt the flow of the game, and instead wait their turn inthe queue to resolve.
Example: Comlink (61) says “After you play this upgrade, you may reroll any number of your dice or any number of your opponent’s dice.” The effect of playing the card must fully resolve (paying the cost, choosing a character to attach it to), and then the after ability resolves.
When two or more triggered abilities meet their trigger conditionsat the same time, the player who is resolving those abilitieschooses the order they resolve in (in the case of before abilities)or enter the queue in (in the case of after abilities). If more thanone player has abilities that are simulatenous, the player whocontrols the battlefield chooses the order they resolve in.
Example: A Tusken Raider (22) is activated with Jango Fett (21) in play. Each card is controlled by a different player. Both have an after ability that can resolve after the Tusken Raider activates, so it is the battlefield controller’s choice as to which one enters the queue first.
An effect is anything that results from an ability. An effectlasts for as long as the action described in it.
Some abilities contain delayed effects. Such abilities specifya future timing point, or indicate a future condition that mayarise, and contain an effect that is to happen at that time.
Example: Crime Lord (23) says “You may pay 5 resources to choose a character. That character is defeated after this round ends.” The character being defeated is a delayed effect because it does not fully resolve until a future point in time.
A replacement effect uses the word “instead” somewhere inits text. If a replacement effect resolves, the original effectis considered to have not resolved, and no abilities canbe triggered off of it. Abilities can be triggered off of thereplacement effect.
Second Chance (137)says “Before attached characterwould be defeated, instead heal 5 damage from it anddiscard this upgrade.” Because this prevents the characterfrom being defeated, the character is never considered tohave been defeated.
When a card’s ability text refers to its own card type, such as“this upgrade” or “this character,” it refers to itself only, andnot to other copies (by title) of the card.
Negative effects take precedence over positive effects. If aneffect says a player cannot do something, then they cannot doit, even if another effect says they can.
In order to resolve an effect that is preceded by the word“then,” the previous effects on the card must have fullyresolved (i.e., the game state changes to reflect the intent ofthe effect in its entirety). If the part of an ability that precedesthe word “then” does not successfully resolve in full, the partof the ability that follows the word “then” does not attemptto resolve.
Example: Scavenge (132) says “Discard the top 3 cards of your deck. Then you may add an upgrade or a support from your discard pile to your hand.” If less than 3 cards remain in your deck, you cannot add a card to your hand because the previous effect did not fully resolve.
Below are definitions and explanations of importantterms that players should know. These are listed inalphabetical order.
A character die is a die that matches a character.
Something that is cheapest has the lowest cost.
If an ability uses “choose” and “either,” the player using theability may choose either option, even if the chosen one willhave no effect. Once the player has made their choice, theyhave to resolve as much of it as possible.
A target is a card or die to which an effect will happen.The term “choose” indicates that a target must be chosenin order for the ability to resolve. The player resolving theeffect must choose a game element that meets the targetingrequirements of the ability.
The combined value is the sum of the values showing on allthe dice being referenced.
Example: The combined value of two dice showing ranged damage, with values of 2 and 1 respectively, would be 3.
The controller of a card or die is the player who has it in theirin play area. By default, players control all of the cards anddice they own.
A copy of a card is defined by its title. Any other card thatshares the same title is considered a copy, regardless of cardtype, text, artwork, or any other characteristic of the card.
Effects which decrease something only last for the duration ofthe effect. Some effects have an ongoing duration.
Example: It Binds All Things (150) says “Before you play a Blue upgrade, you may exhaust this support to decrease its cost by 1.” This only applies while paying the cost to play the upgrade; once it is played, its cost returns to the normal value since you have now played a Blue upgrade.
When something is played or resolved for free, a player doesnot pay any cost for the card or die.
When damage is healed from a character, remove thatamount of damage from it.
Effects which increase something only last for the duration ofthe effect. Some effects have an ongoing duration.
Example: Emperor’s Favor (88) says “Your hand size is increased by 1.” Because this effect does not have a duration assigned to it, the increase is constantly applied.
Sometimes an effect allows a player to look at cards in aplayer’s hand or deck. Looking at a card does not change theposition of the card, and after being looked at the card shouldbe returned to its previous location.
Some effects allow players to move cards or tokens.
The owner of a card or die is the player who brought the cardor die to the game. A player can own a card or die but losecontrol over it (such as losing control of the battlefield).
Play restrictions sometimes appear on a card and are markedby the word “only.” A player cannot play the card unless theplay restriction is met.
Upgrade cards sometimes say “(Color) character only”. If aplayer does not have a character of that color to attach theupgrade to, the upgrade cannot be played.
Remaining health is the health of a character minus theamount of damage on it.
Removing dice moves them from a player’s dice pool back totheir matching card.
When an upgrade is discarded to decrease the cost of anotherupgrade, the new upgrade replaces the old one. Each playercan only replace an upgrade once per round.
When a card refers to rolling a die, this applies to both rollingit into your pool and rerolling it (if it was already in your pool).
When a player searches for a card, that player is allowed tolook at all of the cards in the searched area without revealingthem to opponents.
A die side is showing if it is the faceup side after being rolledinto a dice pool.
Some cards require a player to spot a specific game elementin order to use its ability. To spot an element, a player musthave that element in play. Most cards just require a player tospot a character of a specific color.
Example: Use the Force (149) says “Spot a Blue character to turn a die to any side” You must have an undefeated Blue character on your team, or the card does nothing.
Damage is taken only when one or more damage tokens areplaced on the character. If all damage dealt was blocked byshields or some other ability, then no damage was taken.
Example: Hunker Down (164) says “After this character takes melee damage, discard this upgrade.” If two melee damage is dealt to the character but is blocked by 2 shields, then no damage was taken by the character and Hunker Down is not discarded.
When a player turns a die to a side, they rotate it so that sideis faceup (showing).
Unblockable damage cannot be blocked by shields orcard effects. Any shields on a character dealt unblockabledamage remain on that character.
Some cards refer to X as a variable. X is always a number thatis defined by the card, and does not have a standard value.
In addition to playing against one opponent, players canchoose to play against more than one opponent in amultiplayer game. There is one official format: free-for-all.
More than two players can participate in a free-for-all game,though 3–4 is the recommended number. Players shouldfollow all of the normal rules of the game, with the followingexceptions and additions.
To set up the game, follow these steps in order:
Players take actions clockwise around the play area, startingwith the first player. All players must consecutively pass toend the round. Only one person can claim the battlefield.
When an ability refers to an opponent, the player using theability chooses which opponent it affects.
If all of a player’s characters are defeated, or there are nocards left in their deck and hand at the end of the round, thatplayer is immediately eliminated from the game. Any of theircards and dice are removed from the game, except for cardsthat they no longer control or their battlefield if it is active. Ifthe eliminated player controlled the battlefield, then no onecontrols the battlefield until someone else claims it (and if ithas already been claimed this round, then players must waituntil the next round). The player to their left decides howsimultaneous abilities controlled by more than one player areresolved until someone else controls the battlefield. The otherplayers continue playing until there is only one player left inthe game; that player wins.