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Star Wars CCG Hyperdrive

Star Wars CCG - Hyperdrive

Disclaimer

*** These cards are not for sale and are not endorsed or sponsored by Disney, Lucasfilm, Decipher, or the Star Wars CCG Players Committee in any way. These are my own custom creations, and I claim no ownership or copyright over the images from Star Wars or Decipher's original gameplay mechanics of Star Wars CCG. ***

Overview

Inspired by the MTG Jumpstart playstyle - Hyperdrive is a reimagining of hundreds of classic Star Wars CCG cards and the introduction of many new cards in order to create a replayable environment where almost no deckbuilding is needed. Each player selects two Hyperdrive Theme Packs to make a deck. Select your starting cards then shuffle the rest together and you’re ready to play!

Each pack is a curated collection of 27 cards focused around a certain theme. Created with a purposeful mix and balance of card types and power levels, each theme pack is relatively balanced with any other.

While many of the cards in Hyperdrive appear at first glance to be the same original Decipher cards that we all know and love - the values and gametext have been modified to make the cards relevant and balanced for this format. Additionally, several of the original gameplay rules and mechanics have been either modified, or removed to streamline the experience.

Why?

I have a great group of friends that are interested in games of all sorts - and are certainly willing to learn and play SWCCG - however the weight and time commitment that would be required for them to consume all of the possible cards and make their own decks isn’t feasible for most of them. We have spent years playing some of my personal favorite classic constructed decks, and I have made a few series of new paired decks to give us different experiences - but there feels like both a limit to the joy of this pattern, as well as a fairly steep strategy curve for each deck.

I was wishing there was a SWCCG format equivalent to the MTG Jumpstart format... the strategies would be simplified compared to the deep possibilities of classic SWCCG, but the lack of need for a big preparation commitment would be well worth it.

After some more consideration, I decided to try to make something that approximates that “shuffle and play” experience.

Goal

My goal in creating this format is to enable quick play with variety, while avoiding all time commitment or stress of deckbuilding. Additionally - the structure and rule changes below outline what I believe creates a ruleset that captures 80% of the value of the nostalgic SWCCG experience, while removing 80% of the complexity of lesser used mechanics and edge cases.

The focus of the ruleset is to reduce complexity and ambiguity, and focus the gameplay and strategy on battling first, with Force drains as a more limited secondary option.

Additionally, I wanted to streamline the card types, remove some of the less-used rules to make teaching the game to new players easier, and make weapon cards a staple in the format.

Pack Composition

Each pack contains 27 cards:
- 3 starting cards (a system, a related site, and a thematic Effect).
- 10 Character or Vehicles (+/- 1)
- 5 Starships (+/- 1)
- 3 Weapons (+/- 1)
- 6 Interrupts (+/- 1)

Playtesting Lessons Learned

One of the main lessons learned in playtesting version 1 was that it is almost impossible to make perfectly balanced packs. Unless I was willing to completely alter the scope and feel of many cards - then getting a pack with a Darth Vader is inherently better than a pack without Darth Vader. Such is a lesson I have accepted - however I have gone through multiple iterations to get the packs “close” to balanced.

Additionally, you will notice that each of the starting effects follow a general formula: Allow you to pull some type of card from your deck - and there are typically 3 to 5 cards in the same pack that are pullable. Then, some sort of ongoing bonus or one-time bonus effect, depending on how powerful or plentiful the pulling ability felt.

Finally, I tried my best to balance the range of ability values present on the actors (characters, vehicles, and starships) in each pack. They are not all exactly the same, but each pack has a few cards with ability = 1, 2, 3, and 4+.

Card Template Design Changes

In addition to changing several rules - in the same pursuit of simplifying the game - I made several small changes to the layout, design, sizing, spacing, wording, and structure of the card images.

You will notice that most of the text elements on the cards are slightly larger and bolder fonts that the original cards.

Additionally, the spacing between elements, like the bottom of the image area and the middle stat line area, is adjusted to allow for the font and text changes.

Also - vehicle and starship cards have the ability value of their permanent pilot surfaced in the middle stat box, and their armor or maneuver value is now in the right most stat box. Given how moving between systems works in Hyperdrive (the astromech indicating boolean value [true/false] for whether that starship has a hyperdrive) - there was no need to keep a dedicated Hyperspeed value (see the full rules doc for details).

Many wording patterns from the original cards were either abandoned, or adjusted for clarity and consistency in this format.

Downloads

Hyperdrive Format Rules Document - swccg-hyperdrive-rules-2025-08-16.pdf

600 dpi Full-bleed PNG files for each card - swccg-hyperdrive-600dpi-fullbleed-2025-08-16.zip

For print-at-home: 300 dpi jpg files for each card -
- I would recommend pulling these into a google sheet, and resizing the width to 2.48 inches.
- you should be able to get 9 to a page, maybe play with the line spacing (custom 0.85 looks nice to me). swccg-hyperdrive-300-jpg-2025-08-16.zip

The Cards

The images under each pack section below are 200 dpi. 600 dpi full bleed images are available in the downloads section above.

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