Name Set ImageFile Side Category Destiny Rarity Restrictions Stats Deploy Forfeit Icons Text Advosze ANewHope 01-advosze Dark Character -- Alien 3 C2 [3-dot] Pow: 2 Abil: 2 3 2 Pilot Adds 2 to power of anything he pilots. Whenever you deploy a weapon or device from hand at same location, activate 1 Force as a 'kickback.' Limit of one Advosze per location. Astromech Shortage ANewHope 01-astromechshortage Dark Effect 3 U2 [1-dot] Use 3 Force to deploy on opponent's side of table. All opponent's starships with a [Nav Computer] icon are deploy +1. Besieged ANewHope 01-besieged Dark Effect 5 R2 Deploy on a captured starship. Your characters present with captured starship may battle opponent's characters aboard it (as if present together at a site). Effect canceled if starship escapes or is stolen. Bespin Motors Void Spider THX 1138 ANewHope 01-bespinmotorsvoidspiderthx1138 Dark Vehicle -- Shuttle 2 C2 Pow: 1 Man: 4 Land: * 2 4 Pilot May add 3 passengers. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. Black 4 ANewHope 01-black4 Dark Starship -- Starfighter: TIE/LN 2 U2 [1-dot] Pow: 2 Man: 3 No Hyperdrive 2 3 May add 1 pilot. May deploy with a pilot as a 'react' to a battle initiated against a TIE (for free if TIE is Black 2 or 3). Captain Khurgee ANewHope 01-captainkhurgee Dark Character -- Imperial 2 U1 [1-dot] Pow: 2 Abil: 2 3 3 Warrior Once during each of your control phases, you may use 2 Force to take one Scanning Crew into hand from Reserve Deck; reshuffle. Come With Me ANewHope 01-comewithme Dark Effect 4 C2 Use 1 Force to target a starfighter having one or more permanent pilots. Draw destiny. If destiny > 2, deploy on starfighter to remove all permanent pilots (otherwise, effect is lost). May add one pilot for each permanent pilot removed. (Immune to Alter.) Commence Primary Ignition ANewHope 01-commenceprimaryignition Dark Epic Event 0 R2 During your control phase, fire superlaser as follows: Name the System: Use X Force to target a planet system Death Star is orbiting. You May Fire When Ready: Draw destiny. Stand By: If (destiny + Y - Z) > 8, target system is 'blown away' and this card is lost. Otherwise, this card is used and one Death Star Gunner on table is lost (your choice). X = total sites at target. Y = total Death Star sites where opponent has no presence. Z = opponent's choice of X or total sites at one Rebel Base (Yavin 4 or Hoth). Conquest ANewHope 01-conquest Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R1 [1-dot] Pow: 9 Arm: 6 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, may peek at opponent's hand. Dannik Jerriko ANewHope 01-dannikjerriko Dark Character -- Alien 2 R1 [1-dot] Pow: * Abil: 3 Force-Attuned 4 2 Once per battle, may use 1 Force to 'eat the soup' of (place out of play) one opposing non-droid character just lost or forfeited at same site. * Power = 1 + ability of all victims whose soup was eaten. Danz Borin ANewHope 01-danzborin Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 3 to power of anything he pilots. Adds 1 to weapon destiny draws of anything he is aboard as a passenger. Dark Waters ANewHope 01-darkwaters Dark Effect 2 R2 Deploy on any exterior planet site (except Hoth) or any interior vehicle site. Opponent's Force drains are -1 here. (Immune to Alter when a swamp creature is present.) Death Star [d] ANewHope 01-deathstar Dark Location -- System 0 R2 [1-dot] Mobile, Parsec: X DARK(3): X = parsec of current position. Deploys only at parsec 0. Hyperspeed = 1. Immune to Revolution. If this is your starting location, Light Side goes first in game. LIGHT(0): (blank) Death Star: Conference Room ANewHope 01-deathstarconferenceroom Dark Location -- Site 0 U1 [1-dot] Interior, Mobile, Scomp Link DARK(1): If you control, with a leader here, may add 1 to total of Commence Primary Ignition. LIGHT(0): Force drain +1. If you control, may subtract 1 from total of Commence Primary Ignition. Death Star Gunner ANewHope 01-deathstargunner Dark Character -- Imperial 2 C1 [3-dot] Pow: 1 Abil: 1 2 2 Cumulatively adds 2 to total of Commence Primary Ignition. OR During your control phase, may send this gunner to your Used Pile and take Superlaser into hand from Reserve Deck; reshuffle. Death Star Tractor Beam ANewHope 01-deathstartractorbeam Dark Device 3 R2 Use 2 Force to deploy on Docking Bay 327. At the end of a battle at Death Star system, may target an opponent's starship present (except a Mon Calamari Star Cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value. Defel ANewHope 01-defel Dark Character -- Alien 3 C2 [3-dot] Pow: 3 Abil: 1 3 2 Under 'nighttime conditions,' may use 1 Force to 'hide' (exclude himself) from a battle. While at a site affected by Revolution, opponent must lose 1 Force during your control phase. Dianoga ANewHope 01-dianoga Dark Creature -- Swamp 3 R2 [1-dot] Fer: * Slither: 5 4 0 * Ferocity = (power/ferocity of last character or creature eaten) + destiny. Habitat: exterior Dagobah sites, Trash Compactor and Dark Waters. DS-61-4 ANewHope 01-ds614 Dark Character -- Imperial 2 R2 [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 3 to power of anything he pilots. When piloting Black 4, also may draw one battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand from Reserve Deck; reshuffle. Enhanced TIE Laser Cannon ANewHope 01-enhancedtielasercannon Dark Weapon -- Starship 5 C2 Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if destiny > defense value. Evader ANewHope 01-evader Dark Interrupt -- Used or Lost 4 U1 USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location. Ghhhk ANewHope 01-ghhhk Dark Interrupt -- Lost 1 C2 During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage (Immune to Sense.) OR Cancel Nightfall. Greedo ANewHope 01-greedo Dark Character -- Alien 2 R1 [1-dot] Pow: 2 Abil: 1 1 1/2 Warrior During opponent's control phase, may 'threaten' one smuggler at same site. Opponent may use all Force Pile cards to cancel threat, allowing you to activate same amount. Otherwise, draw destiny. If destiny + Greedo's ability > 6, smuggler lost. Hem Dazon ANewHope 01-hemdazon Dark Character -- Alien 4 R1 [1-dot] Pow: * Abil: 2 2 3 Once during each of your deploy phases, may place, face down, one card from hand or Force Pile under Hem, as 'salt consumption.' If Hem lost, cards underneath also lost. * Power = 1 + number of cards underneath. Hyperwave Scan ANewHope 01-hyperwavescan Dark Effect 5 U1 Deploy on your side of table. Scanning Crew is immune to Sense. If Scanning Crew is played against an opponent who has 13 or more cards in hand, opponent also loses all cards with 'Rebel' in the title found there. Hypo ANewHope 01-hypo Dark Device 5 R1 Deploy on your IT-O. Once during each of your control phases, if present with a captive(or with an imprisoned captive): You may ask one yes-or-no question about cards in opponent's hand. Opponent must answer truthfully or lose 1 Force. OR May add 1 to Force drain where present. I'm On The Leader ANewHope 01-imontheleader Dark Interrupt -- Lost 3 R1 [1-dot] Target opponent's starfighter making an Attack Run. Draw destiny. Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost. OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn. Imperial Commander ANewHope 01-imperialcommander Dark Character -- Imperial 2 C2 Pow: 1 Abil: 2 3 2 Adds 1 to forfeit of each of your other Imperials (except leaders) at same site. Imperial Holotable ANewHope 01-imperialholotable Dark Location -- Site 0 R1 [1-dot] (none) DARK(2): 'Dejarik Rules' in effect here. LIGHT(1): 'Dejarik Rules' in effect here. Site converted by Dejarik Hologameboard. Imperial Justice ANewHope 01-imperialjustice Dark Effect 3 C2 If opponent is generating at least 4 more Force than you, deploy on a location to cancel all Force generation at that location. OR Deploy on a location. It is now immune to Revolution. Imperial Squad Leader ANewHope 01-imperialsquadleader Dark Character -- Imperial 1 C3 Pow: 1 Abil: 1 2 3 Warrior Adds 1 to forfeit of your other troopers at same site. When moving with a 'squad' of exactly three other troopers, all four move for 1 Force. Imperial Trooper Guards at same site may move. Informant ANewHope 01-informant Dark Interrupt -- Used 6 U1 If a battle was just initiated at same site as your Undercover spy, your characters at adjacent sites may move there as a 'react' (for free). OR Cancel Sabotage. IT-O (Eyetee-Oh) ANewHope 01-ito Dark Character -- Droid 2 R1 [1-dot] Pow: 4 Interrogator Droid 3 1 When at Detention Block Corridor, adds X to your Force drains there, where X = the number of captives here. Immune to Restraining Bolt. Jawa Blaster ANewHope 01-jawablaster Dark Weapon -- Character 4 C2 Deploy on your Jawa. May target a character or creature for free. Draw destiny. If destiny -1 > defense value, target hit. If destiny = 0, Jawa Blaster 'explodes' (weapon and character firing it are lost). Kashyyyk [d] ANewHope 01-kashyyyk Dark Location -- System 0 C1 [1-dot] Planet, Parsec: 6 DARK(2): Force drain +1 here. If you control, all Wookiees on table are forfeit -3. LIGHT(1): Your starships with any Wookiee aboard are power and forfeit +2 here. Kiffex [d] ANewHope 01-kiffex Dark Location -- System 0 R1 [1-dot] Planet, Parsec: 2 DARK(2): If you occupy with exactly 2 starships, your total power here is +2 and Tonnika Sisters anywhere are doubled. LIGHT(2): If you occupy with exactly 2 starships, your total power here is +2. Krayt Dragon Bones ANewHope 01-kraytdragonbones Dark Effect 3 U1 [1-dot] Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand; (1) lose 1 Force; (2) activate 1 Force; (3) lose this Effect; (4) retrieve top lost card; (5) deploy a character for free; (6+) nothing. Laser Gate ANewHope 01-lasergate Dark Device 4 U2 [2-dot] Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3; may be targeted by a character weapon from either site. Leia Seeker ANewHope 01-leiaseeker Dark Weapon -- Automated 3 R2 Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When present with Leia or a warrior of ability < 3, choose one to be lost. Seeker also lost. Lirin Car'n ANewHope 01-lirincarn Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 2 3 For each other musician present, adds a 'cover charge' of 1 to the Force required to move or deploy each character to same site. Lt. Pol Treidum ANewHope 01-ltpoltreidum Dark Character -- Imperial 3 C1 [1-dot] Pow: 2 Abil: 1 2 5 Warrior While at Docking Control Room 327, adds 2 to your total power at Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy, may draw destiny. Spy's 'cover is broken' if destiny = spy's ability. Lt. Shann Childsen ANewHope 01-ltshannchildsen Dark Character -- Imperial 2 U1 [1-dot] Pow: 1 Abil: 1 2 3 Warrior Power +2 when at Detention Block Corridor or Detention Block Control Room. Also, power +2 when an opponent's alien is present (+3 if alien is a Wookiee, Talz or Ewok). Magnetic Suction Tube [d] ANewHope 01-magneticsuctiontube Dark Device 3 R2 Deploy on your Sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, 'suck up' character (relocate to related interior Sandcrawler site or owner's Used Pile). Maneuver Check ANewHope 01-maneuvercheck Dark Effect 4 R2 [1-dot] Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost. Mobquet A-1 Deluxe Floater ANewHope 01-mobqueta1deluxefloater Dark Vehicle -- Transport 4 C2 Pow: 2 Man: 5 Land: 3 2 5 Scomp Link May add 1 driver and 1 passenger. Moves free if Jabba or any bounty hunter aboard. May move for free as a 'react' to a battle where your thief, smuggler or bounty hunter is participating. Monnok ANewHope 01-monnok Dark Interrupt -- Used or Lost 2 C2 USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. Mosep ANewHope 01-mosep Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 3 5 When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck if possible. Ng'ok ANewHope 01-ngok Dark Interrupt -- Used 3 C2 If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR if opponent just 'reacted' to a battle, cancel the battle. Officer Evax ANewHope 01-officerevax Dark Character -- Imperial 2 C1 [1-dot] Pow: 2 Abil: 2 2 5 Pilot Adds 2 to power of anything he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a 'react.' Oo-ta Goo-ta, Solo? ANewHope 01-ootagootasolo Dark Interrupt -- Used 5 C2 If Nabrun Leids just completed a transport, use 2 Force. Nabrun is lost and all Rebels transported are captured. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. OR Cancel a Kessel Run. Program Trap ANewHope 01-programtrap Dark Effect 4 U1 [1-dot] Use 2 Force to deploy on an opponent's droid (except R2-D2 and C-3PO), 1 on your droid. When either player draws a destiny matching the number of characters at same site, droid 'explodes' (all characters present with Effect are lost). R2-Q2 (Artoo-Kyootoo) ANewHope 01-r2q2 Dark Character -- Droid 3 C2 Pow: 1 Astromech Droid 2 3 Nav Computer While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at top three cards of your Reserve Deck. R3-T6 (Arthree-Teesix) ANewHope 01-r3t6 Dark Character -- Droid 2 R1 [1-dot] Pow: 1 Astromech Droid 2 3 Nav Computer While aboard a capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Death Star: Central Core, hyperspeed of Death Star system = 2. R5-A2 (Arfive-Aytoo) ANewHope 01-r5a2 Dark Character -- Droid 4 C2 Pow: 1 Astromech Droid 2 3 Nav Computer While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. Ralltiir [d] ANewHope 01-ralltiir Dark Location -- System 0 C1 [1-dot] Planet, Parsec: 3 DARK(1): Devastator is power +1 here and may move to or from here for free. LIGHT(0): Tantive IV is power +1 here. Reegesk ANewHope 01-reegesk Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 3 3 Once during each of your control phases, may lose 1 Force to take one vehicle, droid, weapon or device from opponent's Lost Pile or Crash Site Memorial into hand to use as your own. Reserve Pilot ANewHope 01-reservepilot Dark Character -- Imperial 3 U1 [2-dot] Pow: 2 Abil: 1 2 4 Pilot Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. Retract The Bridge ANewHope 01-retractthebridge Dark Interrupt -- Lost 3 R1 During your deploy phase, use X Force to rearrange all interior Death Star sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge. Rodian ANewHope 01-rodian Dark Character -- Alien 3 C2 [3-dot] Pow: 2 Abil: 1 2 2 Pilot Adds 1 to power of each of your bounty hunters and smugglers (but subtracts 1 from Greedo's power) at same site. Adds 1 to power of anything he pilots. Sandcrawler: Droid Junkheap ANewHope 01-sandcrawlerdroidjunkheap Dark Location -- Site 0 R1 [3-dot] Interior, Vehicle Site DARK(0): Deploy on your sandcrawler. Each Jawa is forfeit +2 here. 'nighttime conditions' here. LIGHT(0): Your characters may enter/exit here for 1 Force each. 'nighttime conditions' here. Sniper ANewHope 01-sniper Dark Interrupt -- Lost 3 U1 [1-dot] During your control phase, fire one of your weapons. If URoRRuR'R'R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any 'hit' targets are immediately lost. Spice Mines Of Kessel ANewHope 01-spiceminesofkessel Dark Effect -- Utinni 4 R1 [1-dot] Deploy on Kessel (may not be moved). target one captive and one trooper to escort captive. When targets reach Utinni Effect, retrieve Force equal to captive's forfeit (captive and Utinni Effect lost). Stunning Leader ANewHope 01-stunningleader Dark Interrupt -- Lost 4 C2 If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides). Superlaser ANewHope 01-superlaser Dark Weapon -- Death Star 3 R2 [1-dot] Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if total destiny > defense value. Swilla Corey ANewHope 01-swillacorey Dark Effect 4 C2 Deploy on your non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) Tatooine: Bluffs ANewHope 01-tatooinebluffs Dark Location -- Site 0 U1 [1-dot] Exterior, Planet DARK(0): 'Bluff Rules' in effect here. LIGHT(0): 'Bluff Rules' in effect here. Tech Mo'r ANewHope 01-techmor Dark Character -- Alien 6 U2 [1-dot] Pow: 1 Abil: 1 3 1 Warrior After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May reshuffle without peeking. Tentacle ANewHope 01-tentacle Dark Effect -- Immediate 5 C2 [grabber] If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grabbed' (played here but is out of play). Any new Interrupts of the same name are unique ([1-dot]). (Immune to Control.) There'll Be Hell To Pay ANewHope 01-therellbehelltopay Dark Effect -- Immediate 5 U2 [3-dot] [grabber] Use 3 Force to deploy on table and stack one just-played Interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) This Is Some Rescue! ANewHope 01-thisissomerescue Dark Interrupt -- Used 6 U1 Cancel I'm Here To Rescue You, Plastoid Armor, Out Of Commission, Alternatives To Fighting, Cell 2187 or Ewok Rescue. TIE Assault Squadron ANewHope 01-tieassaultsquadron Dark Starship -- Squadron: TEI/LN 3 U1 Pow: 3 Man: 3 No Hyperdrive * 6 Pilot x3 * Replaces 3 TIE/LN's at one location (TIE/LN's go to Used Pile). Permanent pilots provide total ability of 3. TIE Vanguard ANewHope 01-tievanguard Dark Starship -- Starfighter: TIE/LN 3 C2 Pow: 1 Man: 2 No Hyperdrive 2 3 Pilot Permanent pilot provides ability of 1. You may deploy cards to same system or sector as a 'react'. Tractor Beam ANewHope 01-tractorbeam Dark Device 3 U1 Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent's starship present (except a Mon Calamari Star Cruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value. Trooper Davin Felth ANewHope 01-trooperdavinfelth Dark Character -- Imperial 2 R2 Pow: 2 Abil: 2 1 3 Warrior While he is on Tatooine, Local Trouble and Look Sir, Droids are Used Interrupts. Opponent may select target when using Friendly Fire at same site as Felth. U-3PO (Yoo-Threepio) ANewHope 01-u3po Dark Character -- Droid 3 R1 [1-dot] Pow: 1 Protocol Droid 3 3 Deploy on opponent's side as an Undercover spy (except that if present during a battle at a site, adds its power to Light Side). If spy's 'cover is broken,' the above game text is canceled and Light Side may use as if stolen. Undercover [d] ANewHope 01-undercover Dark Effect 5 C2 Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily 'break cover' (lose Effect) if at a site. (Immune to Alter.) URoRRuR'R'R ANewHope 01-urorrurrr Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 3 4 Deploys only on on Tatooine. When at same site as another Tusken Raider, may draw one battle destiny if not able to otherwise. URoRRuR'R'R's Hunting Rifle ANewHope 01-urorrurrrshuntingrifle Dark Weapon -- Character 5 U1 [1-dot] Use 1 Force to deploy on URoRRuR'R'R or Chief Bast, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. Victory-Class Star Destroyer ANewHope 01-victoryclassstardestroyer Dark Starship -- Capital: Victory-Class Star Destroyer 2 U1 Pow: 6 Arm: 5 Hyp: 4 6 5 Pilot, Nav Computer, Scomp Link May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites. WED15-l7 'Septoid' Droid ANewHope 01-wed15l7septoiddroid Dark Character -- Droid 2 U2 [1-dot] Pow: 1 Maintenance Droid 3 * * Forfeit value begins at 7. When 'forfeited,' droid remains in play, but forfeit value is reduced by the amount of attrition or battle damage absorbed. Droid lost when forfeit value reaches zero. We Have A Prisoner ANewHope 01-wehaveaprisoner Dark Interrupt -- Lost 3 C2 Use 1 Force if opponent just lost or forfeited a character from battle. Character is captured instead. OR Use X Force to capture all characters aboard a captured starship, where X = twice the number of characters. Advance Preparation ANewHope 02-advancepreparation Light Interrupt -- Used Or Lost 6 U1 USED: Place out of play any one of the following from your hand: Attack Run, You're All Clear Kid, Death Star: Trench or Rebel Tech. Retrieve 1 Force. LOST: Use 3 Force to retrieve Attack Run. Alternatives To Fighting ANewHope 02-alternativestofighting Light Interrupt -- Lost 3 U1 Use 3 Force to cancel a battle just initiated at a system or sector. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. Arcona ANewHope 02-arcona Light Character -- Alien 3 C2 [3-dot] Pow: 1 Abil: 1 2 2 Power +1 under 'nighttime conditions.' May move away from a battle at same site as a 'react.' Attack Run ANewHope 02-attackrun Light Epic Event 0 R2 [1-dot] Deploy on Death Star:Trench. During your move phase, you may make an Attack Run as follows: Enter Trench: Move up to 3 of your starfighters into trench (for free). Dark Side may immediately follow with up to 3 TIEs (for free). Provide Cover: Identify your lead starfighter (Proton Torpedoes* required) and wingmen (if any). Turbolaser Batteries and TIEs with weapons may now target your starfighters (wingmen first, then lead if no wingmen remaining). Hit starfighters are immediately lost. It's Away!: Draw two destiny. Pull Up!: All starfighters now move to Death Star system (for free). If (total destiny + X + Y - Z) > 15, Death Star is 'blown away.' X = ability of lead pilot or 3 if Targeting Computer is present. Y = total sites at largest Rebel Base (Yavin 4 or Hoth). Z = highest ability of TIE pilots present. *Immune to Overload during Attack Run. Blast The Door, Kid! ANewHope 02-blastthedoorkid Light Interrupt -- Lost 4 C2 If a battle was just initiated at an interior site, use 1 Force to exclude from that battle all characters of ability > 2 and all leaders (on both sides). Blue Milk ANewHope 02-bluemilk Light Interrupt -- Used Or Lost 4 C2 [1-dot] USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. Bowcaster ANewHope 02-bowcaster Light Weapon -- Character 2 R2 Use X Force to deploy on your warrior, where X = (7 - warrior's power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value. Brainiac ANewHope 02-brainiac Light Character -- Alien pi R1 [1-dot] Pow: * Abil: 3 Force-Attuned Y X Nav Computer * Power = square root of (3(X-Y)+2(A-B)+ p) (minimum power = 1). X = Dark Side hand cards; Y = Light Side hand cards; A = total number of [Dark Side Force] icons in play; B = total number of [Light Side Force] icons in play; pi = 3.141592653589793238462643383... Cell 2187 ANewHope 02-cell2187 Light Effect -- Utinni 5 R1 [1-dot] Deploy on any Death Star site except Docking Bay 327. Target your spy or leader not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. Chewbacca ANewHope 02-chewbacca Light Character -- Alien/Rebel 1 R2 [1-dot] Pow: 6 Abil: 2 4 6 Pilot, Warrior Power +1 at same location as Han. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships and droids at same site go to Used Pile (rather than Lost Pile) when they are 'hit.' Clak'dor VII ANewHope 02-clakdorvii Light Location -- System 0 R2 [1-dot] Planet, Parsec: 7 LIGHT(1): If you occupy, each Bith character is destiny +2. DARK(0): If you control, each Bith character is destiny -1 and Ghhhk is power +2 in battles at a holosite. Commander Evram Lajaie ANewHope 02-commanderevramlajaie Light Character -- Rebel 2 C1 [1-dot] Pow: 2 Abil: 2 2 5 When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. Commander Vanden Willard ANewHope 02-commandervandenwillard Light Character -- Rebel 2 U2 [1-dot] Pow: 2 Abil: 2 3 4 Warrior When at a war room you control, adds 1 to power of each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage. Commence Recharging ANewHope 02-commencerecharging Light Effect 5 R2 [1-dot] Deploy on a superlaser. May not fire at a planet until 'recharged.' Opponent may use Force (stacking it here); accumulating 8 Force recharges superlaser. When fired at a planet, Effect is canceled. If Effect canceled, accumulated Force is placed in Used Pile. Corellia ANewHope 02-corellia Light Location -- System 0 R1 [1-dot] Planet, Parsec: 1 LIGHT(1): Your Falcon (with one pilot) and your Corellian Corvettes may deploy here as a 'react.' DARK(1): Each of your starships are hyperspeed +1 when moving from here. Corellian ANewHope 02-corellian Light Character -- Alien 3 C2 [3-dot] Pow: 1 Abil: 1 1 3 Once per turn, one weapon or device is deploy -1 onto a Rebel at same site. Corellian Slip ANewHope 02-corellianslip Light Interrupt -- Used 4 C2 If opponent just initiated a Tallon Roll, add you maneuver + ability of one pilot on you targeted starfighter to your total. OR Decrease the maneuver of an opponent's starfighter by 1 for remainder of this turn. Death Star: Trench ANewHope 02-deathstartrench Light Location -- Site 0 R2 [1-dot] Exterior, Mobile LIGHT(0): 'Trench Rules' in effect and each of your starfighters is maneuver -2 here. DARK(1): 'Trench Rules' in effect, your weapons fire free and Turbolaser Battery may deploy here. Dejarik Hologameboard ANewHope 02-dejarikhologameboard Light Location -- Site 0 R1 [1-dot] (none) LIGHT(2): 'Dejarik Rules' in effect here. DARK(1): 'Dejarik Rules' in effect here. Site converted by Imperial Holotable. Doikk Na'ts ANewHope 02-doikknats Light Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 2 3 For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. Double Agent ANewHope 02-doubleagent Light Interrupt -- Lost 6 R2 If both players have a spy at same site, draw destiny. Add 2 if opponent's spy is Undercover. Opponent's spy is lost if destiny > 2. OR Opponent's Tonnika Sisters present at a site cross to your side. Eject! Eject! ANewHope 02-ejecteject Light Effect 4 C2 Use 1 Force to target a starfighter's permanent pilot. Draw destiny. If destiny > 2, deploy on starfighter to remove permanent pilot (otherwise, Effect is lost). May add 1 pilot. (Immune to Alter.) Fire Extinguisher ANewHope 02-fireextinguisher Light Device 5 U2 Deploy on your astromech droid. Cancels Lateral Damage, an 'exploding' Program Trap or effects of an Ion Cannon where present. Also, if deployed on R2-D2, may lose Fire Extinguisher to cancel a battle just initiated where present at a site. Garouf Lafoe ANewHope 02-garouflafoe Light Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 3 2 Pilot Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent's characters at same Hoth site. Game text suspended if at same site as a tax collector. Gold 2 ANewHope 02-gold2 Light Starship -- Starfighter: Y-wing 2 U1 [1-dot] Pow: 2 Man: 4 Hyp: 4 1 3 Nav Computer, Scomp Link May add 2 pilots or passengers. May forfeit in place of your other starfighter hit in Death Star: Trench, restoring that starfighter to normal. Grappling Hook ANewHope 02-grapplinghook Light Effect -- Immediate 5 C2 [grabber] If opponent just played an Interrupt, use 1 Force to deploy on table. That Interrupt is played out but is then 'grappled' (placed here but is out of play). Any new Interrupts of the same name are now unique ([1-dot]). (Immune to Control.) Grimtaash ANewHope 02-grimtaash Light Interrupt -- Used Or Lost 2 C2 [1-dot] USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. Het Nkik ANewHope 02-hetnkik Light Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 2 * 1 * Deploys only on Tatooine for 2 Force from each player's Force Pile. Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. Houjix ANewHope 02-houjix Light Interrupt -- Lost 1 C2 During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown. Hunchback ANewHope 02-hunchback Light Character -- Alien 3 R1 [1-dot] Pow: 4 Abil: 1 1/2 4 4 Warrior On a hunch, if opponent just initiated a Force drain at an adjacent site, you may use 1 Force to search opponent's Force Pile and place out of play one card there that has 'back' in the title; reshuffle. Ickabel G'ont ANewHope 02-ickabelgont Light Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 2 2 3 Opponent must use X Force when Force draining at any adjacent site, where X = the number of other musicians present with Ickabel. I Have A Very Bad Feeling About This ANewHope 02-ihaveaverybadfeelingaboutthis Light Interrupt -- Used 3 C2 If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR If opponent just 'reacted' to a battle, cancel the battle. I'm Here To Rescue You ANewHope 02-imheretorescueyou Light Interrupt -- Used 6 U1 If you have a spy present at the Detention Block Corridor, target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). Incom T-16 Skyhopper ANewHope 02-incomt16skyhopper Light Vehicle -- Shuttle 3 C2 Pow: 1 Man: 5 Land: * 2 4 Pilot May add 1 passenger. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 4. OR 1 character may shuttle to or from same site for free. Jawa Ion Gun ANewHope 02-jawaiongun Light Weapon -- Character 3 C2 Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a character using 1 Force. Draw destiny. Targeted droid stolen if destiny +1 > forfeit. Targeted non-droid character excluded from battle if destiny = defense value. Kashyyyk [l] ANewHope 02-kashyyyk Light Location -- System 0 C1 [1-dot] Planet, Parsec: 6 LIGHT(2): Your Wookiees and smugglers deploy -2 here. DARK(1): Total ability of 6 or more required for you to draw battle destiny here. Let The Wookiee Win ANewHope 02-letthewookieewin Light Interrupt -- Lost 5 R1 [1-dot] During a battle at a holosite, add one battle destiny. OR Target an opponent's character of ability < 5 present with your Wookiee that just participated in a battle you lost; character is Disarmed (power -1 and may no longer carry weapons). Stack on that character. Logistical Delay ANewHope 02-logisticaldelay Light Effect 3 U2 [1-dot] Use 3 Force to deploy on opponent's side of table. All opponent's TIEs are deploy +1. Luke's Cape ANewHope 02-lukescape Light Effect 4 R1 [1-dot] Use 2 Force to deploy on a Rebel or alien. If Luke's Cape is not at a Tatooine location, your total Force generation is +1. That character is immune to attrition < 3. Luke's Hunting Rifle ANewHope 02-lukeshuntingrifle Light Weapon -- Character 5 U1 [1-dot] Use 1 Force to deploy on Luke or Owen Lars, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. Magnetic Suction Tube [l] ANewHope 02-magneticsuctiontube Light Device 3 R2 Deploy on your sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, 'suck up' character (relocate to related interior Sandcrawler site or owner's Used Pile). Merc Sunlet ANewHope 02-mercsunlet Light Effect 4 C2 Deploy on your non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) M-HYD 'Binary' Droid ANewHope 02-mhydbinarydroid Light Character -- Droid 2 U1 Pow: 2 Binary Hydroponics Droid 3 5 At any time, any player may use 1 Force to turn M-HYD off (face down) or on again (face up). OFF: Considered out of play. ON: Adds 2 to forfeit of each non-droid character at same and adjacent sites. Motti Seeker ANewHope 02-mottiseeker Light Weapon -- Automated 3 R2 Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase (like a character) at normal use of the Force. When present with Motti or pilot of ability < 3, choose one to be lost. Seeker also lost. Nalan Cheel ANewHope 02-nalancheel Light Character -- Alien 3 U2 [1-dot] Pow: 2 Abil: 1 2 3 After using Bith Shuffle, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May reshuffle without peeking. Out Of Commission ANewHope 02-outofcommission Light Interrupt -- Used 5 U2 During your control phase, use 2 Force to release a starship held by any Tractor Beam. (Not effective on Death Star Tractor Beam if Central Core in play.) OR Randomly select one card from opponent's Lost Pile or Blaster Rack and place out of play. Quite A Mercenary ANewHope 02-quiteamercenary Light Interrupt -- Used 5 C2 If Elis Helrot just completed a transport, use 2 Force. Elis and all character transported are lost. (Immune to Sense.) OR Prevent a just deployed smuggler from moving this turn. R2-D2 (Artoo-Detoo) ANewHope 02-r2d2 Light Character -- Droid 2 or 5 R2 [1-dot] Pow: 1 Astromech Droid 3 4 Nav Computer While aboard any starfighter, adds 2 to power, maneuver and hyperspeed (3 on Red 5). If at a Scomp link when opponent draws destiny of: 1-3, you may activate one Force; 4-6, you may draw top card from Reserve Deck. R5-D4 (Arfive-Defour) ANewHope 02-r5d4 Light Character -- Droid 4 C2 Pow: 1 Astromech Droid 2 3 Nav Computer While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. RA-7 (Aray-Seven) ANewHope 02-ra7 Light Character -- Droid 4 C2 Pow: 1 Servant Droid 2 3 May transfer character weapons (for free) to or from your other characters present. May carry up to four such weapons at one time. Ralltiir [l] ANewHope 02-ralltiir Light Location -- System 0 C1 [1-dot] Planet, Parsec: 3 LIGHT(1): Your starships may move here as a 'react.' DARK(1): Your capital starships deploy -2 here. Rebel Commander ANewHope 02-rebelcommander Light Character -- Rebel 2 C2 Pow: 1 Abil: 2 3 2 Adds 1 to forfeit of each of your other Rebels (except leaders) at same site. Bothan spies deploy free to same location. Rebel Squad Leader ANewHope 02-rebelsquadleader Light Character -- Rebel 1 C3 Pow: 1 Abil: 1 2 3 Warrior Adds 1 to forfeit of your other troopers and Rebel Guards at same site. When moving with a 'squad' of exactly three other troopers and/or Rebel Guards, all four move for 1 Force. Rebel Guards at same site may move. Rebel Tech ANewHope 02-rebeltech Light Character -- Rebel 2 C1 [3-dot] Pow: 1 Abil: 1 2 3 When at your war room: Cumulatively adds 1 to total of Attack Run. OR Once during each of your control phases, may send this tech to your Used Pile and take Death Star: Trench into hand from Reserve Deck; reshuffle. Rectenna ANewHope 02-rectenna Light Device 3 C2 Use 1 Force to deploy on your starship. You may deploy cards as a 'react' to a battle at same system or sector. Red 2 ANewHope 02-red2 Light Starship -- Starfighter: X-wing 2 R1 [1-dot] Pow: 3 Man: 4 Hyp: 5 2 5 Scomp Link May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. Red 5 ANewHope 02-red5 Light Starship -- Starfighter: X-Wing 2 R1 [1-dot] Pow: 3 Man: 4 Hyp: 5 2 5 Scomp Link May add 1 pilot and 1 astromech. Immune to attrition < 4 if Luke piloting. When firing in an Attack Run, adds 1 to total. Red 6 ANewHope 02-red6 Light Starship -- Starfighter: X-wing 6 U1 [1-dot] Pow: 3 Man: 4 Hyp: 5 2 5 Nav Computer, Scomp Link May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when targeting Red 6. Remote ANewHope 02-remote Light Device 4 C2 Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select one character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. Rogue Bantha ANewHope 02-roguebantha Light Vehicle -- Creature 4 C1 [1-dot] Pow: 2 Man: 2 Land: 1 2 3 May add 2 'riders' (passengers). Bantha ability = 1/2. May move as a 'react.' Whenever a battle was just initiated at same site, one Tusken Raider present (your choice) is 'trampled' (immediately lost). Sabotage ANewHope 02-sabotage Light Interrupt -- Used 5 U1 [1-dot] During your control phase, target one weapon, device or vehicle at same site as your Undercover spy. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. Sandcrawler: Loading Bay ANewHope 02-sandcrawlerloadingbay Light Location -- Site 0 R1 [3-dot] Interior, Vehicle Site LIGHT(0): Deploy on your sandcrawler. Each Jawa is forfeit +2 here. 'nighttime conditions' here. DARK(0): Your characters may enter/exit here for 1 Force each. 'nighttime conditions' here. Saurin ANewHope 02-saurin Light Character -- Alien 3 C2 [3-dot] Pow: 2 Abil: 1 2 3 Warrior At any time, may use 1 Force to remove (lose) a Restraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. Scanner Techs ANewHope 02-scannertechs Light Effect 5 U1 Deploy on your side of table. Radar Scanner is immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and Stormtroopers found there. Sensor Panel ANewHope 02-sensorpanel Light Device 3 U2 [1-dot] Use 1 Force to deploy on your non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. Solomahal ANewHope 02-solomahal Light Effect 4 C2 Deploy on your warrior to give that warrior scout skill. That warrior may move as a 'react.' OR Deploy on your scout. When that scout 'reacts,' it is power +2 for remainder of turn. (Immune to Alter.) Sorry About The Mess ANewHope 02-sorryaboutthemess Light Interrupt -- Lost 4 U1 [1-dot] During your control phase, fire one of your weapons. If Han firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon using defense value of 4.) Any 'hit' targets are immediately lost. SW-4 Ion Cannon ANewHope 02-sw4ioncannon Light Weapon -- Starship 5 R2 Use 1 Force to deploy on your Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. If destiny > target's defense value, all starship weapons deployed on target are lost, armor or maneuver = 0 and hyperspeed = 0. Tantive IV ANewHope 02-tantiveiv Light Starship -- Capital: Corellian Corvette 1 R1 [1-dot] Pow: 5 Arm: 4 Hyp: 3 5 8 Pilot, Nav Computer, Scomp Link May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. They're On Dantooine ANewHope 02-theyreondantooine Light Effect -- Utinni 5 R1 Once per game, use 2 Force to deploy on Dantooine. Target Death Star. Opponent may not play Commence Primary Ignition until target reaches Dantooine, canceling Utinni Effect. Tiree ANewHope 02-tiree Light Character -- Rebel 2 U2 [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. Tzizvvt ANewHope 02-tzizvvt Light Character -- Alien 3 R2 [1-dot] Pow: 2 Abil: 1 3 1 May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin. Undercover [l] ANewHope 02-undercover Light Effect 5 U2 Deploy on your spy at a site ad cross spy to opponent's side Spy is now Undercover. During your deploy phase, may voluntarily 'break cover' (lose Effect) if at a site. (Immune to Alter.) Wedge Antilles ANewHope 02-wedgeantilles Light Character -- Rebel 4 R1 [1-dot] Pow: 2 Abil: 2 2 6 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take one Corellian Slip into hand from Reserve Deck; reshuffle. What're You Tryin' To Push On Us? ANewHope 02-whatreyoutryintopushonus Light Effect -- Immediate 3 U2 [3-dot] [grabber] Use 3 Force to deploy on table and stack one just-played interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) Wookiee Roar ANewHope 02-wookieeroar Light Interrupt -- Lost 3 R1 [1-dot] If Chewie is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to take Chewie into hand from Reserve Deck; reshuffle. OR Scare off (lose) one 'mouse' droid on table. Yavin 4: Briefing Room ANewHope 02-yavin4briefingroom Light Location -- Site 0 U1 [1-dot] Interior, Planet, Scomp Link LIGHT(1): If you control, with a leader here, may add 1 to total of Attack Run. DARK(0): Force drain +1 here. If you control, subtract 1 from total of Attack Run. Yavin 4: Massassi Ruins ANewHope 02-yavin4massassiruins Light Location -- Site 0 U1 [1-dot] Exterior, Planet LIGHT(2): If you control, with a leader here, your starships are each power +1 at Death Star system. DARK(0): Force drain +1 here. You're All Clears Kid! ANewHope 02-youreallclearkid Light Interrupt -- Used 3 R1 [1-dot] Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during an Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard. Y-wing Assault Squadron ANewHope 02-ywingassaultsquadron Light Starship -- Squadron: Y-wing 3 U1 Pow: 6 Man: 3 Hyp: 4 * 6 Pilot x3, Nav Computer x3, Scomp Link x3 * Replaces 3 Y-wings at one location (Y-wings go to Used Pile). May add 3 pilots or passengers. Permanent pilots provide total ability of 3. Zutton ANewHope 02-zutton Light Character -- Alien 2 C1 [1-dot] Pow: 2 Abil: 2 3 2 Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. Ability, Ability, Ability CloudCity 03-abilityabilityability Dark Effect 3 C Deploy on opponent's side of table. During opponent's deploy phase, opponent must choose to deploy a card with ability or lose 2 Force. Effect lost if opponent has more cards with ability on table than you. (Immune to Alter.) Abyss CloudCity 03-abyss Dark Effect 4 U Deploy on table. If a unique ([1-dot]) card is drawn for destiny and a duplicate is on table, destiny card is lost (destiny = 0). If duplicated card is a character, it loses immunity to attrition for rest of turn and player must lose 2 Force or lose that character. (Immune to Alter.) Aiiii! Aaa! Agggggggggg! CloudCity 03-aiiiiaaaagggggggggg Dark Interrupt -- Lost 4 R [1-dot] If you have a Rebel of ability > 1 captive at a prison you control, opponent loses X Force, where X = the number of opponent's characters with ability > 2 on table. All Too Easy CloudCity 03-alltooeasy Dark Effect -- Immediate 5 R [1-dot] If an opponent's character at the Carbonite Chamber was just 'hit' by a lightsaber, deploy on that character. Character is instead immediately captured and 'frozen.' If captive released, lose Immediate Effect. (Immune to Control.) Atmospheric Assault CloudCity 03-atmosphericassault Dark Interrupt -- Lost 5 R [1-dot] If you just initiated a battle at a Cloud City sector, add one battle destiny. OR During your deploy phase, deploy one TIE Assault Squadron for free (no replacement is necessary). Bespin [d] CloudCity 03-bespin Dark Location -- System 0 U [1-dot] Planet, Parsec: 6 DARK(2): If you control, opponent's characters and vehicles deploy +1 to Cloud City locations. LIGHT(1): If you control, your characters and vehicles deploy -1 to Cloud City locations. Bespin: Cloud City [d] CloudCity 03-bespincloudcity Dark Location -- Sector 0 U [1-dot] Planet DARK(2): If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. LIGHT(1): If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. Binders CloudCity 03-binders Dark Device 6 C Deploy on one of your warriors or bounty hunters. May now escort any number of captives. If device removed from your character, select one captive escorted by that character to remain and release all others. Blasted Droid CloudCity 03-blasteddroid Dark Interrupt -- Used 3 C [1-dot] During your control phase, fire (for free) one of your blasters carried by a trooper or one of your automated weapons. Any hit targets are immediately lost. Boba Fett [CC] CloudCity 03-bobafett Dark Character -- Alien 1 R [1-dot] Pow: 4 Abil: 3 Arm: 5 5 6 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting Slave I, also adds 2 to maneuver and may draw one battle destiny if not able to otherwise. When escorting a captive, captive is forfeit +5. May 'fly' (landspeed = 3). Immune to attrition < 3. Boba Fett's Blaster Rifle CloudCity 03-bobafettsblasterrifle Dark Weapon -- Character 1 R [1-dot] Use 1 Force to deploy on Boba Fett, or 3 on your other bounty hunter. May deploy as a 'react.' May target a character, creature or vehicle using 2 Force. Draw destiny. Add 1 if targeting a vehicle. Target hit if total destiny > defense value. May fire repeatedly for 1 Force each time. Bounty CloudCity 03-bounty Dark Effect 4 C Deploy on a non-droid character. If subsequently captured by a bounty hunter and then transferred to a prison, retrieve Force equal to character's forfeit -2 and place Effect in Used Pile. (Immune to Alter.) Brief Loss Of Control CloudCity 03-brieflossofcontrol Dark Interrupt -- Lost 3 R [1-dot] Just after the weapons phase of a battle, use 2 Force to cause each player to target one of that player's characters involved in the battle. Target characters cannot apply their ability toward drawing battle destiny this turn. Captain Bewil CloudCity 03-captainbewil Dark Character -- Imperial 3 R [1-dot] Pow: 2 Abil: 2 3 4 Warrior During your control phase, may search your Reserve Deck, take one Laser Gate, Heart Of The Chasm or Rite Of Passage into hand and reshuffle. Opponent's characters may not move from same site as Bewil to a mobile site. Carbon-Freezing CloudCity 03-carbonfreezing Dark Effect 3 U Deploy on Carbonite Chamber. During your control phase, may target one captive present. Draw destiny. If destiny < 5, captive lost. If destiny > 10, place on captive. Captive is 'frozen' and opponent loses 8 Force. If captive released, lose Effect. (Immune to Alter.) Carbonite Chamber Console CloudCity 03-carbonitechamberconsole Dark Device 4 U [1-dot] Deploy on Carbonite Chamber. Adds 3 to Carbon-Freezing destiny. Also, once during each of your turns, you may use 1 Force to take one Ugnaught, Prepare The Chamber or Carbon-Freezing into hand from Reserve Deck; reshuffle. Chief Retwin CloudCity 03-chiefretwin Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 3 3 Warrior May use 3 Force to 'hide' (be excluded) from a battle. May use 2 Force to target one device or weapon present which deploys on a site. Draw destiny. If destiny > target's deploy cost, target is lost. Cloud Car [d] CloudCity 03-cloudcar Dark Vehicle -- Combat: Twin-Pod Cloud Car 2 C Pow: 2 Man: 3 Land: 4 2 3 Pilot May add 1 pilot or passenger. At cloud sectors, power +1, may deploy as a 'react' and may move and be targeted by weapons like a starfighter. Permanent pilot aboard provides ability of 1. Cloud City Blaster [d] CloudCity 03-cloudcityblaster Dark Weapon -- Character 2 C Use 2 Force to deploy on your warrior at a Cloud City site. May target a character or creature using 2 Force. Draw destiny. Target hit (and may not be used to satisfy attrition) if destiny > defense value. Cloud City: Carbonite Chamber [d] CloudCity 03-cloudcitycarbonitechamber Dark Location -- Site 0 U [1-dot] Interior, Mobile, Scomp Link DARK(2): If you control, add 2 to your Carbon-Freezing destiny. LIGHT(1): If you occupy, subtract 2 from opponent's Carbon-Freezing destiny. Cloud City: Chasm Walkway [d] CloudCity 03-cloudcitychasmwalkway Dark Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link DARK(2): If Weather Vane on table, characters 'hit' here are instead immediately relocated there. LIGHT(1): If Weather Vane on table, characters 'hit' here are instead immediately relocated there. Cloud City: Dining Room CloudCity 03-cloudcitydiningroom Dark Location -- Site 0 R [1-dot] Interior, Mobile, Scomp Link DARK(1): Your characters and character weapons may deploy here as a 'react.' LIGHT(0): If you control, Blue Milk, Beru Stew and Yoda Stew are doubled. Jek is deploy -2 here. Cloud City: East Platform (Docking Bay) CloudCity 03-cloudcityeastplatformdockingbay Dark Location -- Site 0 C [1-dot] Exterior, Mobile, Scomp Link DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 2 Force. Cloud City Engineer CloudCity 03-cloudcityengineer Dark Character -- Alien 2 C [3-dot] Pow: 1 Abil: 1 3 3 When present at a converted site, may use 2 Force to raise your site to the top. Also, when present at an opponent's site that has a Scomp link, your Force drains are +1 there. Ugnaughts deploy -1 to same Cloud City site. Cloud City: Incinerator [d] CloudCity 03-cloudcityincinerator Dark Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link DARK(1): If you control, during your control phase, may use 2 Force to retrieve one droid. LIGHT(1): If you control Force drain -1 here. Cloud City: Lower Corridor [d] CloudCity 03-cloudcitylowercorridor Dark Location -- Site 0 U [1-dot] Interior, Mobile, Scomp Link DARK(1): Your characters with lightsabers are each power +2 here. LIGHT(1): If you control, Force drain -1 here. Cloud City Sabacc [d] CloudCity 03-cloudcitysabacc Dark Interrupt -- Used 3 U [1-dot] Requirements: a gambler, thief or smuggler on Cloud City. Wild cards (1-6): Lando and Weather Vane. Clone cards: Locations and Ugnaughts. (Gamblers may use clone cards as zeroes.) Stakes: One starfighter, weapon or device. Cloud City: Security Tower CloudCity 03-cloudcitysecuritytower Dark Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link DARK(1): Once per game, may search your Reserve Deck, take Lando into hand and reshuffle. LIGHT(0): If you control, instead of Force draining, may release one captive here. Cloud City Trooper [d] CloudCity 03-cloudcitytrooper Dark Character -- Alien 3 C Pow: 2 Abil: 1 2 3 Warrior Deploys only on Cloud City, but may move elsewhere. Power -1 when at a site other than a Cloud City site. Cloud City: Upper Plaza Corridor [d] CloudCity 03-cloudcityupperplazacorridor Dark Location -- Site 0 U [1-dot] Interior, Mobile, Scomp Link DARK(1): During your move phase, you may move between here and any Cloud City site for free. LIGHT(1): If you control, Force drain +1. Clouds [d] CloudCity 03-clouds Dark Location -- Sector 0 C [3Diamond] Planet DARK(1): If you control, once per turn, may add 1 to a Force drain at a related site. Starships are power and maneuver -2 here. LIGHT(1): If you control, Force drain +1 here. Starships are power and maneuver -2 here. Commander Desanne CloudCity 03-commanderdesanne Dark Character -- Imperial 2 U [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. Your shuttling, landing and taking off to or from same location is free. During your control phase, may take one Lambda shuttle or Landing Craft into hand from Reserve Deck; reshuffle. Dark Deal CloudCity 03-darkdeal Dark Effect 3 R [1-dot] Deploy on Bespin: Cloud City if you control that sector and at least three related sites. At each Cloud City site, your total power is +4 and your Force drains are +2. Effect canceled if opponent occupies four Bespin locations. (Immune to Alter.) Dark Strike CloudCity 03-darkstrike Dark Interrupt -- Lost 2 C [1-dot] If you just targeted with a lightsaber, add 3 to your weapon destiny. OR Cancel Swing-And-A-Miss. OR Lose 1 Force to cause one opponent's character just 'hit' to be immediately placed in Lost Pile. Despair CloudCity 03-despair Dark Effect -- Immediate 6 R [1-dot] If a Rebel was just captured or 'frozen,' deploy on another Rebel. That Rebel may not apply ability towards drawing battle destiny (if Leia, she is also excluded from being the 'highest-ability character'). If captive released, lose Immediate Effect. Double Back CloudCity 03-doubleback Dark Interrupt -- Lost 3 U If a Bounty Hunter is lost, use 1 Force to retrieve one bounty hunter from your Lost Pile. OR Use 3 Force to search your Reserve Deck, take one bounty hunter into hand and reshuffle. Double-Crossing, No-Good Swindler CloudCity 03-doublecrossingnogoodswindler Dark Interrupt -- Lost 3 C If Han and your Lando are at same site, opponent loses 3 Force. OR If Nabrun Leids just completed a transport, Nabrun is lost and you may immediately deploy cards to that site from hand (at normal use of the Force, but troopers deploy free). E-3PO CloudCity 03-e3po Dark Character -- Droid 3 R [1-dot] Pow: 1 Protocol Droid 2 3 Total power at same site is +1 for each of your alien/Imperial pairs present. Once during every turn, may use 1 Force to 'insult' one opponent's droid present (except R2-D2), canceling that droid's game text for remainder of turn. E Chu Ta CloudCity 03-echuta Dark Interrupt -- Used 3 C One of your protocol droids 'insults' one character present, canceling that character's game text for remainder of turn. OR During your battle phase, initiate a battle where both players have droids (but no presence or spies). Both sides add one battle destiny. End This Destructive Conflict CloudCity 03-endthisdestructiveconflict Dark Interrupt -- Used or Lost 2 R [1-dot] USED: During a battle at a site, instead of firing one character weapon, cause one opponent's character present to be power -4 until end of turn. LOST: During a battle at a site, use 3 Force to cancel one battle destiny just drawn. Epic Duel CloudCity 03-epicduel Dark Epic Event 0 R [1-dot] Deploy on your side of table. The Circle Is Now Complete or Vader's Obsession may be played to initiate an epic duel as follows: If Vader is present with specified target, each player draws two destiny (add 1 to each destiny draw if using a lightsaber). Add character's ability. If Vader loses, place him out of play. You lose 6 Force (9 if dueling Luke). If Obi-Wan loses, place him out of play. Opponent loses 9 Force. If Luke loses, opponent must choose: Cross Luke to the Dark Side and lose X Force, Where X = Luke's ability. OR Lose Luke and lose triple X Force. Flight Escort CloudCity 03-flightescort Dark Interrupt -- Lost 4 R [1-dot] During your move phase, if you have at least two combat vehicles at same cloud sector, relocate one starfighter present to a related docking bay or system. OR If one of your combat vehicles is defending a battle at a cloud sector, add one battle destiny. Focused Attack CloudCity 03-focusedattack Dark Interrupt -- Lost 2 R [1-dot] If Vader is present during a battle at a site, for remainder of turn, he loses his immunity to attrition, but adds ability to power (he may not apply ability toward drawing battle destiny). OR During a duel, add one destiny to your total. Forced Landing CloudCity 03-forcedlanding Dark Effect -- Utinni 5 R Deploy on a docking bay. Target an opponent's starfighter at the related system or a related cloud sector. Target may not move away from Utinni Effect. Utinni Effect canceled when reached by target. Force Field CloudCity 03-forcefield Dark Interrupt -- Used or Lost 4 R [1-dot] USED: Cancel an attempt to target a Dark Jedi with a character weapon. LOST: If one of your characters was just targeted during a battle, use 3 Force to cancel the targeting. Heart Of The Chasm CloudCity 03-heartofthechasm Dark Interrupt -- Lost 3 U During your deploy phase, use X Force to rearrange all Cloud City sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel Off The Edge. OR Search your Reserve Deck, take one Weather Vane into hand and reshuffle. He's All Yours, Bounty Hunter CloudCity 03-hesallyoursbountyhunter Dark Interrupt -- Used or Lost 4 R USED: Cancel Captive Pursuit. LOST: During your move phase, transfer an escorted captive to another bounty hunter or warrior present. Human Shield CloudCity 03-humanshield Dark Interrupt -- Used or Lost 5 C [1-dot] USED: If an opponent's weapon just 'hit' an Imperial present with a captive being escorted, the captive is 'hit' instead. LOST: During a battle at a site, you may forfeit any or all captives present. I Am Your Father CloudCity 03-iamyourfather Dark Effect -- Immediate 6 R [1-dot] If Vader just won a battle or duel against a Luke of ability < 6, deploy on Luke. During each of your move phases, opponent loses 2 Force. Also, when at same location as Vader, Luke is power and forfeit = 0 and does not add power to any starships he pilots. I Had No Choice CloudCity 03-ihadnochoice Dark Effect 3 R [1-dot] Deploy on an opponent's gambler. Cancels gambler's game text. If a battle was just initiated, you may use X Force to exclude gambler from that battle, where X = gambler's ability. Imperial Decree CloudCity 03-imperialdecree Dark Effect 4 U Deploy on your side of table. Whenever you control any two Rebel Base locations, or any one planet site and two systems, the effects of Revolution and all opponent's Force drain bonuses are canceled. (Immune to Alter.) Imperial Trooper Guard Dainsom CloudCity 03-imperialtrooperguarddainsom Dark Character -- Imperial 4 U [1-dot] Pow: 2 Abil: 1 2 2 Warrior Deploys only aboard Executor or on any Death Star Site. Cannot move. May cancel opponent's Force Drains at adjacent sites. Interrogation Array CloudCity 03-interrogationarray Dark Device 4 R [1-dot] Deploy on a prison. During your control phase, opponent loses 1 Force for each captive of ability > 2 here. Also, during your control phase, may use 1 Force to search your Reserve Deck, take one Torture or Aiiii! Aaa! Agggggggggg! into hand and reshuffle. Lando Calrissian [d] CloudCity 03-landocalrissian Dark Character -- Alien 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 2 3 Pilot, Warrior Deploys only on Cloud City. Adds 2 to power of anything he pilots. When playing Sabacc, may subtract 1 from or add 1 to your total. If present at a site, can be replaced by opponent with any Light Side Lando. Levitation Attack CloudCity 03-levitationattack Dark Interrupt -- Used 4 U [1-dot] If a battle was just initiated where you have a character of ability > 3 present, search your Used Pile for one device which deploys on a character. Add device's destiny number to your total power, then place device on top of Used Pile. Lieutenant Cecius CloudCity 03-lieutenantcecius Dark Character -- Imperial 2 U [1-dot] Pow: 1 Abil: 2 2 3 Warrior Deploys free to any Executor site. Power +3 when participating in a Besieged battle. During your control phase, may use 1 Force to search your Reserve Deck, take one Besieged or Set For Stun into hand and reshuffle. Lieutenant Sheckil CloudCity 03-lieutenantsheckil Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 3 4 Warrior During your control phase, may use 1 Force to search your Reserve Deck, take one Human Shield into hand and reshuffle. When escorting a captive, captive is forfeit +2 and Sumner is immune to attrition < 4. Mandalorian Armor CloudCity 03-mandalorianarmor Dark Device 3 R [1-dot] Use 3 Force to deploy on any Imperial or alien (except Vader or Boba Fett). Character is power +2, has armor = 5 and is immune to attrition < 3. Mostly Armless CloudCity 03-mostlyarmless Dark Effect -- Immediate 3 R [1-dot] If your character with a lightsaber just won a battle, deploy on an opponent's character present. Character is Disarmed (power -1 and may no longer carry weapons). Opponent loses 1 Force at the end of each opponent's turns. (Immune to Control.) Obsidian 7 CloudCity 03-obsidian7 Dark Starship -- Starfighter: TIE/LN 2 R [1-dot] Pow: 1 Man: 3 No Hyperdrive 2 3 Pilot Deploy -1 and power +3 at any cloud sector. Permanent pilot aboard provides ability of 2. Obsidian 8 CloudCity 03-obsidian8 Dark Starship -- Starfighter: TIE/LN 3 R [1-dot] Pow: 1 Man: 3 No Hyperdrive 1 3 Pilot Deploy -1 and power +3 at any cloud sector. Permanent pilot aboard provides ability of 1. Point Man CloudCity 03-pointman Dark Interrupt -- Lost 5 R Cancel Demotion, Restricted Deployment, Commence Recharging, Logistical Delay, They're On Dantooine, Asteroid Sanctuary, Scramble, Order To Engage, No Disintegrations, Asteroids Do Not Concern Me, Report To Lord Vader or What Is Thy Bidding, My Master? Prepare The Chamber CloudCity 03-preparethechamber Dark Interrupt -- Used or Lost 4 U [1-dot] USED: Add 2 to Carbon Freezing destiny. LOST: If one of your Ugnaughts is defending in a battle, add one battle destiny. Projective Telepathy CloudCity 03-projectivetelepathy Dark Interrupt -- Used 3 U [1-dot] Cancel Anger, Fear, Aggression when it is inserted or revealed. OR If your opponent just initiated a battle or Force drain, opponent must choose to use 2 Force, or cancel that battle or Force drain. Release Your Anger CloudCity 03-releaseyouranger Dark Interrupt -- Lost 4 R [1-dot] If opponent just initiated a battle, you may do one of the following: Add one destiny to your total power only. OR if you have a character weapon present, select one opponent's character present to lose all immunity to attrition for remainder of battle. Restricted Access CloudCity 03-restrictedaccess Dark Effect 4 C Insert in your Reserve Deck. When Effect reached the top, it is lost, along with all opponent's insert cards there. Reshuffle. (Immune to Alter.) OR Deploy between two mobile sites. Opponent's characters may pass only if aboard a Lift Tube or opponent uses +1 Force each. Rite Of Passage CloudCity 03-riteofpassage Dark Interrupt -- Used 4 C [1-dot] At the beginning of opponent's move phase, target an opponent's character alone at a mobile site and select an adjacent site. Opponent must choose to move target there for free (target cannot move for remainder of turn), lose target or lose 2 Force. Shattered Hope CloudCity 03-shatteredhope Dark Interrupt -- Lost 3 U [1-dot] If you just won a battle at an interior site where you have a character of ability > 3 present, after all forfeiting has occurred, relocate one opponent's character present to an adjacent site. (If on Cloud City, may relocate that character to Weather Vane instead.) Shocking Revelation CloudCity 03-shockingrevelation Dark Interrupt -- Used 5 C [1-dot] Target a location. Scomp Links there cannot be used for remainder of turn. OR If opponent is about to scan or otherwise look through your hand (unless using Grimtaash), opponent continues but must lose 4 Force plus the card allowing the scan. Slave I CloudCity 03-slavei Dark Starship -- Starfighter: Firespray-Class Attack Ship 1 R [1-dot] Pow: 4 Man: 4 Hyp: 4 5 4 Nav Computer, Independent, Scomp Link May add 1 pilot (must be a bounty hunter) and 3 passengers. May deploy with a pilot as a 'react'. Immune to attrition < 5 if Boba Fett piloting. Has ship-docking capability. Slip Sliding Away CloudCity 03-slipslidingaway Dark Interrupt -- Used 3 R [1-dot] Relocate a card from the top of any Deck or Pile to the bottom (without looking). OR if you have a droid at a Scomp link on Cloud City, cancel Into The Ventilation Shaft, Lefty. OR use 3 Force to cause a character at Weather vane to be lost. Sonic Bombardment CloudCity 03-sonicbombardment Dark Interrupt -- Used or Lost 4 U [1-dot] USED: Search your Reserve Deck, take any one prison into hand and reshuffle. LOST: If you have an opponent's alien captive at a prison, opponent loses 3 Force. Special Delivery CloudCity 03-specialdelivery Dark Effect 4 C [1-dot] Deploy on a prison. When one of your troopers delivers a captive here, you may search your Lost Pile, take any one card into hand and then lose effect. Surprise CloudCity 03-surprise Dark Interrupt -- Lost 3 R Use 3 Force: Retarget an Interrupt or Utinni Effect which specifies a target to another appropriate target on the same side of the Force. OR Relocate any Effect (except those immune to Alter) deployed on a location to another appropriate location. The Emperor's Prize CloudCity 03-theemperorsprize Dark Effect -- Utinni 6 R [1-dot] If Luke was just 'frozen,' deploy on Emperor Palpatine or Detention Block Corridor. Target Luke and Vader. When reached by targets, place Utinni Effect on Luke and opponent must lose half of Life Force (round down). If Luke released, lose Utinni Effect. (Immune to Alter.) This Is Still Wrong CloudCity 03-thisisstillwrong Dark Interrupt -- Used 5 R [1-dot] If a battle was just initiated where opponent has a female targeted by This Is Just Wrong, add one battle destiny. OR Search your Reserve Deck, take one This Is Just Wrong into hand and reshuffle. OR Cancel This Is More Like It. Tibanna Gas Miner [d] CloudCity 03-tibannagasminer Dark Character -- Alien 2 C Pow: 1 Abil: 1 2 2 When at a site, adds 1 to your Force drains at related cloud sectors. Also, during your activate phase, if at a Cloud City site and you control Bespin: Cloud City, may cumulatively activate 1 Force for every cloud sector on Bespin. TIE Sentry Ships CloudCity 03-tiesentryships Dark Interrupt -- Lost 5 C [1-dot] If opponent just initiated a Force drain at a system, cloud sector or asteroid sector, you may 'react' by deploying TIEs and pilots to that location (at normal use of the Force). Trooper Assault CloudCity 03-trooperassault Dark Interrupt -- Used 5 C If a battle was just initiated at a site, each of your troopers present is power +2 and immune to attrition until end of turn. Trooper Jerrol Blendin CloudCity 03-trooperjerrolblendin Dark Character -- Alien 2 U [1-dot] Pow: 2 Abil: 1 0 3 Warrior Deploys only on Cloud City, but may move elsewhere. Power +2 when participating in a battle you initiate. Opponent may use 2 Force to 'bribe' (exclude) Blendin from battle. Ugloste CloudCity 03-ugloste Dark Character -- Alien 2 R [1-dot] Pow: 1 Abil: 2 2 3 Warrior Power +2 at Trash Compactor, Droid Junkheap, Incinerator or Carbonite Chamber. Functions as a leader if present with another Ugnaught. Where present, other Ugnaughts are forfeit +2 and double their bonus to Carbon-Freezing destiny. Ugnaught CloudCity 03-ugnaught Dark Character -- Alien 3 C Pow: 1 Abil: 1 2 2 When at Carbonite Chamber, cumulatively adds 1 to each Carbon- Freezing destiny draw. During your control phase, may lose 1 Force from hand to search your Lost Pile and take one weapon or device into hand. Vader's Bounty CloudCity 03-vadersbounty Dark Effect 4 R [1-dot] Deploy on a Rebel of ability > 2. If subsequently captured by a bounty hunter and then transferred to a prison where Vader is present, retrieve Force equal to character's forfeit (+4 if Luke) and lose Effect. (Immune to Alter.) Vader's Cape CloudCity 03-vaderscape Dark Effect 3 R [1-dot] Use 3 Force to deploy on one of your Imperials or aliens. Immune to attrition < 5. When in battle, adds 1 to each of your battle destiny draws. Weapon Levitation [d] CloudCity 03-weaponlevitation Dark Interrupt -- Used or Lost 4 U [1-dot] USED: Search your Used Pile, take one weapon into hand and reshuffle. LOST: If a battle was just initiated, one of your characters of ability > 3 present may 'steal' one character weapon present. Weapon Of An Ungrateful Son CloudCity 03-weaponofanungratefulson Dark Interrupt -- Used or Lost 5 U [1-dot] USED: If a lightsaber was just used to enhance a Force drain, place it in owner's Used Pile. LOST: Place any or all of you devices and character weapons on table in your Used Pile. Weather Vane [d] CloudCity 03-weathervane Dark Effect 4 U [1-dot] Deploy on table. Any character here may be captured or rescued by a player's starship or vehicle controlling Cloud City during that player's control phase. Character here lost if new character arrives. Effect lost if Cloud City lost. (Immune to Alter.) We're The Bait CloudCity 03-werethebait Dark Effect -- Utinni 7 R [1-dot] Deploy on Han, Leia or Chewie if captured or 'frozen.' Target Luke. Luke may not attempt Jedi Tests. Also, during each of opponent's draw phases, opponent loses 2 Force (3 if captive is 'frozen'). Utinni Effect canceled when reached by target. (Immune to Alter.) Why Didn't You Tell Me? CloudCity 03-whydidntyoutellme Dark Interrupt -- Used or Lost 4 R [1-dot] USED: Cancel Noble Sacrifice, Gift Of The Mentor or Old Ben. LOST: If Luke is defending a battle, draw one destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). You Are Beaten CloudCity 03-youarebeaten Dark Interrupt -- Lost 3 U [1-dot] Use 2 Force to target a character present with your warrior with a lightsaber. Target cannot move or battle until end of your next turn. OR Use 1 Force to search your Reserve Deck, take one I Am Your Father into hand and reshuffle. OR cancel Uncontrollable Fury. Access Denied CloudCity 04-accessdenied Light Effect 4 C Insert face up in your Reserve Deck. When Effect reaches top it is lost, along with all opponent's 'insert' cards there. Reshuffle. (Immune to Alter.) OR Deploy between two mobile sites. Opponent's characters may pass only if aboard a Lift Tube or opponent uses +1 Force each. Advantage CloudCity 04-advantage Light Effect -- Immediate 4 R [1-dot] If an opponent's character of ability > 3 was just lost in a battle or duel you won, deploy on one of your warriors involved. Warrior is power +2. During each of opponent's move phases, opponent loses 1 Force (2 if character was a Dark Jedi). (Immune to Control.) All My Urchins CloudCity 04-allmyurchins Light Effect 3 R [1-dot] Use 2 Force to deploy at any site where you have presence. Moves like a single character at normal use of the Force. Before initiating a battle where present, a player must first lose 2 Force. Effect lost if you initiate a battle where present. Ambush CloudCity 04-ambush Light Interrupt -- Lost 3 R [1-dot] During your turn, target a site where your total power is more than double opponent's total power. Unless opponent has a Dark Jedi or character weapon there, place each opponent character, vehicle and starship there (and cards on them) in owner's Used Pile. Armed And Dangerous CloudCity 04-armedanddangerous Light Interrupt -- Lost 4 U If a battle or duel was just initiated at a site, deploy (for free) a unique matching weapon on one of your participating characters from hand or Reserve Deck; reshuffle (if from Reserve Deck). Artoo, Come Back At Once! CloudCity 04-artoocomebackatonce Light Interrupt -- Used Or Lost 4 R [1-dot] USED: Search your Reserve Deck, take one Hero Of A Thousand Devices into hand and reshuffle. LOST: If R2-D2 is lost, use 1 Force to retrieve him. OR Use 3 Force to search your Reserve Deck, take R2-D2 into hand and reshuffle. As Good As Gone CloudCity 04-asgoodasgone Light Interrupt -- Lost 3 C During your move phase, use 2 Force to return one of your smugglers, gamblers or thieves on table (unless captured or missing) to your hand. Beldon's Eye CloudCity 04-beldonseye Light Effect 6 R [1-dot] Deploy on Cloud City. Your Tibanna Gas Miners deploy free to Cloud City sites and double the Force they activate. Bespin [l] CloudCity 04-bespin Light Location -- System 0 U [1-dot] Planet, Parsec: 6 LIGHT(2): If you control, opponent's characters and vehicles deploy +1 to Cloud City locations DARK(1): If you control, your characters and vehicles deploy -1 to Cloud City locations. Bespin: Cloud City[l] CloudCity 04-bespincloudcity Light Location -- Sector 0 U [1-dot] Planet LIGHT(2): If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. DARK(1): If you control, for each of your starships or vehicles here, your total power is +1 in battles at Cloud City sites. Bionic Hand CloudCity 04-bionichand Light Device 7 R Use 2 Force to deploy on a Disarmed character. Cancels the disarming card. Character is power +1 and adds 1 to weapon destiny when firing character weapons. Device lost if character Disarmed again (otherwise, may not be removed). Blaster Proficiency CloudCity 04-blasterproficiency Light Interrupt -- Used Or Lost 2 C [1-dot] USED: If you just targeted with a blaster, add 3 to your weapon destiny. LOST: Lose 1 Force to cause one opponent's character just 'hit' to be immediately placed in Lost Pile. OR Cancel Levitation Attack. Bright Hope CloudCity 04-brighthope Light Starship -- Capital: Transport 3 R [1-dot] Pow: 1 Arm: 4 Hyp: 4 3 5 Pilot, Nav Computer, Scomp Link May add 1 pilot, 6 passengers and 1 vehicle. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Captain Han Solo CloudCity 04-captainhansolo Light Character -- Rebel 1 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 7 Pilot, Warrior Deploys only on Falcon, Hoth or Cloud City. Adds 3 to power of anything he pilots. When piloting Falcon, adds one battle destiny and 2 to maneuver. Once during each battle, may use 2 Force to cancel one opponent's destiny just drawn and cause a re-draw. Captive Fury CloudCity 04-captivefury Light Interrupt -- Used Or Lost 4 U [1-dot] USED: Cancel Force drain bonus from IT-O this turn. LOST: During your battle phase, any of your escorted captives at same site may initiate and participate in one battle (they may not use weapons or devices and you may not voluntarily forfeit or relocate them). Captive Pursuit CloudCity 04-captivepursuit Light Interrupt -- Used Or Lost 4 C USED: If a battle was just initiated at a site, target a captive present. Captive released if you win battle. LOST: Cancel Aiiii! Aaa! Aggggggggggggg!, Sonic Bombardment, Interrogation Array, This Is Some Rescue or Special Delivery. Chasm CloudCity 04-chasm Light Effect 4 U Deploy on table. If a unique ([1-dot]) card is drawn for destiny and a duplicate is on table, destiny card is lost (destiny = 0). If duplicated card is a character, it loses immunity to attrition for rest of turn and player must lose 2 Force or lose that character. (Immune to Alter.) Civil Disorder CloudCity 04-civildisorder Light Effect 3 C [1-dot] Deploy on opponent's side of table. During opponent's deploy phase, opponent must choose to deploy a card with ability or lose 2 Force. Effect lost if opponent has more cards with ability on table than you. (Immune to Alter.) Clash Of Sabers CloudCity 04-clashofsabers Light Interrupt -- Lost 3 U [1-dot] Use 2 Force to target a character present with your warrior with a lightsaber. Target cannot move or battle until the end of your next turn. OR Use 1 Force to search your Reserve Deck, take one Uncontrollable Fury into hand and reshuffle. OR Cancel Presence Of The Force. Cloud Car [l] CloudCity 04-cloudcar Light Vehicle -- Combat: Twin-Pod Cloud Car 2 C Pow: 2 Man: 3 Land: 4 2 3 Pilot May add 1 pilot or passenger. At cloud sectors, power +1, may deploy as a 'react' and may move and be targeted by weapons like a starfighter. Permanent pilot aboard provides ability of 1. Cloud City Blaster [l] CloudCity 04-cloudcityblaster Light Weapon -- Character 2 C Use 2 Force to deploy on your warrior at a Cloud City site. May target a character or creature using 2 Force. Draw destiny. Target hit (and may not be used to satisfy attrition) if destiny > defense value. Cloud City: Carbonite Chamber [l] CloudCity 04-cloudcitycarbonitechamber Light Location -- Site 0 U [1-dot] Interior, Mobile, Scomp Link LIGHT(1): If you control, Force drain +1 here and may cancel Carbon- Freezing here. DARK(1): If you control, add 1 to your Carbon-Freezing destiny. Cloud City: Chasm Walkway [l] CloudCity 04-cloudcitychasmwalkway Light Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link LIGHT(1): If Weather Vane on table, characters 'hit' here are instead immediately relocated there. DARK(1): If Weather Vane on table, characters 'hit' here are instead immediately relocated there. Cloud City: Guest Quarters CloudCity 04-cloudcityguestquarters Light Location -- Site 0 R [1-dot] Interior, Mobile, Scomp Link LIGHT(2): Leia is deploy -2 here. DARK(0): If you control, Force drain -1 here. Cloud City: Incinerator [l] CloudCity 04-cloudcityincinerator Light Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link LIGHT(1): If you occupy, during your control phase, may use 3 Force to retrieve one droid. DARK(1): If you control without an Ugnaught, Force drain -1 here. Cloud City: Lower Corridor [l] CloudCity 04-cloudcitylowercorridor Light Location -- Site 0 U [1-dot] Interior, Mobile, Scomp Link LIGHT(1): Your characters with lightsabers are each power +2 here. DARK(2): (blank) Cloud City: Platform 327 (Docking Bay) CloudCity 04-cloudcityplatform327dockingbay Light Location -- Site 0 C [1-dot] Exterior, Mobile, Scomp Link LIGHT(1): Your docking bay transit from here requires 1 Force. DARK(1): Your docking bay transit from here requires 2 Force. Cloud City Sabacc [l] CloudCity 04-cloudcitysabacc Light Interrupt -- Used 3 U [1-dot] Requirements: a gambler, thief or smuggler on Cloud City. Wild cards (1-6): Lando and Weather Vane. Clone cards: Locations and Ugnaughts. (Gamblers may use clone cards as zeroes.) Stakes: One starfighter, weapon or device. Cloud City Technician CloudCity 04-cloudcitytechnician Light Character -- Alien 2 C [3-dot] Pow: 1 Abil: 1 2 2 When present at a converted site, may use 2 Force to raise your site to the top. Also, when present at an opponent's site that has a Scomp link, your Force drains are +1 there. Cloud City Trooper [l] CloudCity 04-cloudcitytrooper Light Character -- Alien 3 C Pow: 2 Abil: 1 2 3 Warrior Deploys only on Cloud City, but may move elsewhere. Power -1 when at a site other than a Cloud City site. Cloud City: Upper Plaza Corridor [l] CloudCity 04-cloudcityupperplazacorridor Light Location -- Site 0 C [1-dot] Interior, Mobile, Scomp Link LIGHT(1): During your move phase, you may move free between here and any Cloud City site. DARK(0): If you control, Force drain +1 here. Clouds [l] CloudCity 04-clouds Light Location -- Sector 0 C [3Diamond] Planet LIGHT(1): If you control, once per turn, may add 1 to a Force drain at a related site. Starships are power and maneuver -2 here. DARK(1): If you control, Force drain +1 here. Starships are power and maneuver -2 here. Computer Interface CloudCity 04-computerinterface Light Interrupt -- Used Or Lost 3 C USED: Cancel Limited Resources. LOST: Use 2 Force (free if Lobot on table) to examine the top card of your Reserve Deck, Force Pile and Used Pile. Return one of those three cards to the top of each deck or pile. Courage Of A Skywalker CloudCity 04-courageofaskywalker Light Interrupt -- Lost 2 R [1-dot] One of your Skywalkers present during a battle at a site, for remainder of turn, loses immunity to attrition but adds ability to power (he or she may not apply ability toward drawing battle destiny). OR During a duel, add one destiny to your total. Crack Shot CloudCity 04-crackshot Light Effect 3 U Use 3 Force to deploy on table. Any card which is 'hit' may not be used to satisfy attrition. (Immune to Alter.) Cyborg Construct CloudCity 04-cyborgconstruct Light Device 4 U [1-dot] Deploy on an alien of ability < 3. Each turn, you may 'store' one card from hand face-down here. Holds up to three cards (six on Lobot). You may play or deploy cards from here as if from hand. Place stored cards in Used Pile if device lost or removed from character. Dark Approach CloudCity 04-darkapproach Light Interrupt -- Lost 4 R If opponent just initiated a battle, you may do one of the following: Add one destiny to power only. OR If you have a character weapon present, select one opponent's character present to lose all immunity to attrition for remainder of battle. Dash CloudCity 04-dash Light Interrupt -- Used 4 R [1-dot] Use 2 Force to increase a character's or creature vehicle's landspeed by 1 for remainder of turn. OR Use 3 Force to move one of your characters are a 'react' (free if character is a scout). Desperate Reach CloudCity 04-desperatereach Light Interrupt -- Used 5 U During your move phase, relocate one of your characters (unless Disarmed) from Weather Vane to any Cloud City site. Character may not move for remainder of turn. OR Cancel Imperial Barrier or The Shield Doors Must Be Closed. Dismantle On Sight CloudCity 04-dismantleonsight Light Effect 3 R [1-dot] Use 4 Force to deploy on a droid with armor (free on IG-88). At end of any opponent's turn, droid is immediately lost if present with an Imperial (or with a bounty hunter if droid is IG-88). Dodge CloudCity 04-dodge Light Interrupt -- Lost 3 C [1-dot] If one of your characters of ability > 2 was just targeted by a weapon, subtract 3 from each destiny draw. OR If opponent just initiated a battle at a site against one of your lone characters present, move that character away as a 'react' (for free). Fall Of The Empire CloudCity 04-falloftheempire Light Interrupt -- Lost 3 U [1-dot] At the end of a battle that you won at an interior site where you have a character of ability > 3 present, relocate one opponent's character present to an adjacent site. (If on Cloud City, character may be relocated to Weather Vane instead.) Fall Of The Legend CloudCity 04-fallofthelegend Light Interrupt -- Used 6 U [1-dot] If you just lost a character during a battle or duel at a Cloud City site, use 2 Force to relocate that character to Weather Vane instead of your Lost Pile. OR Search your Reserve Deck, take one Weather Vane into hand and reshuffle. Frozen Assets CloudCity 04-frozenassets Light Effect 3 R [1-dot] Deploy on your side of table. At every site where there is a 'frozen' captive, your Rebels deploy -2 and are power +2 in battle. OR Deploy on top of opponent's Force Pile. Force below this card may not be drawn or used. Effect lost at end of opponent's next turn. Gambler's Luck CloudCity 04-gamblersluck Light Interrupt -- Lost 4 R [1-dot] If any gambler is defending a battle alone at a site, add one battle destiny (draw two destiny, and choose one). OR if your Lando is defending a battle alone at a site, add two battle destiny (draw three and choose two). Glancing Blow CloudCity 04-glancingblow Light Interrupt -- Lost 3 R [1-dot] If you have a character with a lightsaber present in a battle with Vader, lose 1 Force to reduce Vader's power to zero. OR If you have a character with a lightsaber in a duel, cancel one opponent's destiny draw immediately after it is revealed. Haven CloudCity 04-haven Light Effect 3 R [1-dot] Deploy on Rendezvous Point, Hoth, Yavin 4, Alderaan or Sullust. Your starships deploy -2 and your pilots deploy -1 here. When battling here, you may add one battle destiny. Effect canceled if opponent controls this system. (Immune to Alter.) Hero Of A Thousand Devices CloudCity 04-heroofathousanddevices Light Effect 5 U Deploy on one of your droids. During your deploy phase, may use 1 Force to search your Reserve Deck, take one device that deploys on a droid into hand and reshuffle. Also, you may forfeit devices deployed on this droid (forfeit value = destiny number). Higher Ground CloudCity 04-higherground Light Interrupt -- Used Or Lost 2 R [1-dot] USED: During a battle at a site, instead of firing one of your character weapons at a target, cause that target to be power -4 until end of turn. LOST: During a battle at a site, before battle destiny is drawn, use 3 Force to cancel one battle destiny. Hindsight CloudCity 04-hindsight Light Effect 5 R [1-dot] Deploy on C-3PO. Eyes In The Dark, The Professor, Mantellian Savrip and Hopping Mad are immune to Alter. Also, at the end of every turn, unless C-3PO is present with a Wookiee, you may examine the cards in your Used Pile. (Immune to Alter.) Hopping Mad CloudCity 04-hoppingmad Light Effect 6 R [1-dot] Deploy on one of your droids. During your control phase, may use 1 Force to search your Reserve Deck, take one Droid Shutdown, The Professor, We're Doomed, Scomp Link Access, This Is All Your Fault or Shocking Information into hand and reshuffle. I Don't Need Their Scum, Either CloudCity 04-idontneedtheirscumeither Light Interrupt -- Used Or Lost 5 R [1-dot] USED: Search your Reserve Deck, take one We Don't Need Their Scum into hand and reshuffle. LOST: If a bounty hunter and your Lando are involved in the same battle, you may add one battle destiny (add two if bounty hunter is Boba Fett). Impressive, Most Impressive CloudCity 04-impressivemostimpressive Light Interrupt -- Lost 6 R [1-dot] If opponent just attempted to 'freeze' a character using Carbon- Freezing or All Too Easy, draw destiny. Add character's ability. If total destiny > 7, effect canceled. Character released (if captive) and 'hides' (may not participate in battle) for remainder of turn. Innocent Scoundrel CloudCity 04-innocentscoundrel Light Interrupt -- Used Or Lost 3 U USED: If your gambler was just targeted by a weapon, opponent must choose to select a new target or lose 2 Force. LOST: Cancel any Effect (except those immune to Alter) deployed on Han or your Lando. Into The Ventilation Shaft, Lefty CloudCity 04-intotheventilationshaftlefty Light Interrupt -- Lost 6 R Relocate one of your characters from a Cloud City site to Weather Vane. May be played even after a battle has just been initiated. It's A Trap! CloudCity 04-itsatrap Light Interrupt -- Used Or Lost 3 U [1-dot] USED: Cancel Sniper or Blasted Droid. LOST: Use 3 Force to cancel any battle just initiated at a site. (Immune to Sense.) Kebyc CloudCity 04-kebyc Light Character -- Alien 3 U [1-dot] Pow: 1 Abil: 2 3 5 When at a site and opponent is losing Force from Force drains at cloud sectors on same planet, lost Force must come from Reserve Deck, if possible. Keep Your Eyes Open CloudCity 04-keepyoureyesopen Light Interrupt -- Used 5 C If a battle was just initiated where you have two smugglers, you may move any or all of your characters, vehicles and starships away (at normal use of the Force). OR Glance at the cards in any Lost Pile and replace unshuffled. Lando Calrissian [l] CloudCity 04-landocalrissian Light Character -- Alien 1 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 6 Pilot, Warrior Adds 2 to power of anything he pilots (3 if piloting Falcon). Power +1 for every Cloud City location you control. When playing Sabacc, may add 1 to or subtract 1 from your total. Lando's Wrist Comlink CloudCity 04-landoswristcomlink Light Device 4 U [1-dot] Deploy on a character. When at a Cloud City site, Lobot and your Cloud City troopers may deploy or move here as a 'react.' Leia Of Alderaan CloudCity 04-leiaofalderaan Light Effect 3 R [1-dot] Deploy on Leia. While at any Rebel Base site, your Rebels, except unique ([1-dot]) Rebels, are deploy -2 and power +2 at same and adjacent sites. While at any system, your starfighters, except unique ([1-dot]) starfighters, are deploy -2 there. Lift Tube Escape CloudCity 04-lifttubeescape Light Interrupt -- Used 5 C [1-dot] If opponent just initiated a battle, one of your Lift Tubes present may move as a 'react' from that battle. OR Place one of your unoccupied Lift Tubes on table in your Used Pile. OR Search your Reserve Deck, take one Lift Tube into hand and reshuffle. Lobot [l] CloudCity 04-lobot Light Character -- Alien 1 R [1-dot] Pow: 0 Abil: 2 2 5 Deploys only as a 'react' to a Cloud City site or to where your Lando is present. When present at a Scomp link, power +2 and opponent's total power is -2 at same site. Your Cloud City Troopers deploy free and are power +1 at same Cloud City site. Luke's Blaster Pistol CloudCity 04-lukesblasterpistol Light Weapon -- Character 3 R [1-dot] Use 1 Force to deploy on Luke, 3 on any other warrior. May target using 2 Force. (If targeted by Luke, target loses immunity to attrition for remainder of turn.) Draw destiny. Character hit if destiny +1 > ability. Vehicle hit if destiny > armor or maneuver. NOOOOOOOOOOOO! CloudCity 04-noooooooooooo Light Interrupt -- Used Or Lost 5 R USED: If you just answered 'no' to a Hypo question, opponent loses 3 Force. LOST: Cancel Why Didn't You Tell Me? or I Am Your Father. OR If Luke is about to cross to the Dark Side, he is lost instead. Off The Edge CloudCity 04-offtheedge Light Interrupt -- Lost 2 R [1-dot] Target one of your characters at a Cloud City site. Draw destiny. If destiny > character's destiny number, retrieve Force equal to the distance. If destiny < character's destiny number, lose difference. If destiny = character's destiny number, character is lost. Old Pirates CloudCity 04-oldpirates Light Interrupt -- Lost 5 R [1-dot] If a battle was just initiated involving Han and any Lando, the eventual loser of the battle may not lose cards from Life Force to satisfy battle damage while that player has any cards in hand. OR Cancel Double-Crossing, No-Good Swindler. Out Of Somewhere CloudCity 04-outofsomewhere Light Interrupt -- Used 4 U [1-dot] If opponent just initiated a battle with more than double your total power, search your Reserve Deck. Any one character you find there may deploy as a 'react' (at normal use of the Force). Reshuffle. Path Of Least Resistance CloudCity 04-pathofleastresistance Light Interrupt -- Lost 5 C [1-dot] Cancel Rite of Passage. OR Relocate one of your characters at an interior mobile site to a related interior mobile site. Princess Leia CloudCity 04-princessleia Light Character -- Rebel 1 R [1-dot] Pow: 3 Abil: 4 Force-Sensitive 4 7 Pilot, Warrior May only deploy on Hoth or Cloud City, but may move elsewhere. Adds 1 to power of any starship she pilots. May deploy (on Hoth or Cloud City) or move as a 'react' to same site as Han or Luke. Immune to attrition < 3. Protector CloudCity 04-protector Light Interrupt -- Lost 4 R [1-dot] If Leia and Chewie are in a battle together, you may add two battle destiny. OR If Leia is participating in a battle, you may lose Chewie from hand to satisfy all battle damage and attrition against you. OR Cancel I'd Just As Soon Kiss A Wookiee or Frustration. Punch It! CloudCity 04-punchit Light Interrupt -- Lost 4 R [1-dot] If Han or your Lando is piloting a starfighter which is defending a battle at a system, add one battle destiny (add two if starfighter is Falcon). Also, starfighter is immune to attrition for remainder of turn. Put That Down CloudCity 04-putthatdown Light Interrupt -- Used 4 C [1-dot] If one of your characters was just targeted by a weapon during battle, use 3 Force to cancel that targeting. OR Cancel Double Back or Res Luk Ra'auf. Redemption CloudCity 04-redemption Light Starship -- Capital: Modified Nebulon-B Frigate 1 R [1-dot] Pow: 4 Arm: 5 Hyp: 4 6 6 Pilot, Nav Computer, Scomp Link May add 4 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 1. Your medical droids and Bacta Tank 'patients' may deploy aboard for free. Rendezvous Point On Tatooine CloudCity 04-rendezvouspointontatooine Light Interrupt -- Lost 4 R During your control phase, use 1 Force to move one of your [Cloud City set] characters of ability > 1 to any [Jabba's Palace set] location where you have presence. If moving to any Jabba's Palace site, this movement is free and you do not need presence. Rescue In The Clouds CloudCity 04-rescueintheclouds Light Interrupt -- Used Or Lost 5 C [1-dot] USED: If you have a character on Weather Vane, place that character on your Used Pile. LOST: Deploy one or more vehicles, starfighters and pilots (at normal use of the Force) as a 'react' to a cloud sector. Shocking Information CloudCity 04-shockinginformation Light Interrupt -- Used 5 C Target a location. Scomp links there cannot be used for remainder of turn. OR If opponent is about to scan or otherwise look through your hand (unless using Monnok), opponent continues but must lose 4 Force plus the card allowing the scan. Smoke Screen CloudCity 04-smokescreen Light Interrupt -- Lost 3 R [1-dot] During a battle at a site, if you are about to draw a card for battle destiny, you may instead use the ability number of one of your characters involved in the battle. Somersault CloudCity 04-somersault Light Interrupt -- Lost 3 C [1-dot] During a battle at a site, just before drawing battle destiny, if opponent has less than double your total power, use 4 Force to switch your total power with opponent's. OR If both players just drew one battle destiny, use 1 Force to switch numbers. Surreptitious Glance CloudCity 04-surreptitiousglance Light Interrupt -- Lost 4 R [1-dot] If Lobot and your Lando are in a battle together, cancel one opponent's destiny draw immediately after it is revealed OR Use 4 Force to cancel Dark Deal. Swing-And-A-Miss CloudCity 04-swingandamiss Light Interrupt -- Used 3 U [3-dot] If opponent just used a lightsaber to target, draw one destiny and subtract that amount from opponent's weapon destiny. OR Cancel one Mostly Armless card just played. OR Cancel Dark Strike, End This Destructive Conflict or Focused Attack. This Is Even Better CloudCity 04-thisisevenbetter Light Interrupt -- Lost 3 R [1-dot] If Han and Leia are together in a battle you just lost, forfeit one of them to satisfy all battle damage and attrition against you. OR If Han is a captive and a battle was just initiated where you have Leia (or vice versa), add one battle destiny. OR Cancel This Is Still Wrong. Tibanna Gas Miner [l] CloudCity 04-tibannagasminer Light Character -- Alien 2 C Pow: 1 Abil: 1 2 2 When at a site, adds 1 to your Force drains at related cloud sectors. Also, during your activate phase, if at a Cloud City site and you control Bespin: Cloud City, may cumulatively activate 1 Force for every cloud sector on Bespin. Treva Horme CloudCity 04-trevahorme Light Character -- Alien 2 U [1-dot] Pow: 1 Abil: 1 2 2 During your control phase, may 'sell' one Interrupt card from hand. Opponent must use X Force, where X = destiny of that card or entire Force Pile (opponent's choice). Place sold card on opponent's Used Pile and activate X Force. Trooper Utris M'toc CloudCity 04-trooperutrismtoc Light Character -- Alien 2 U [1-dot] Pow: 2 Abil: 2 3 4 Warrior Deploys only on Cloud City, but may move elsewhere. Deploys free to same Cloud City site as Lando. Power +2 when defending a battle. Your other Cloud City troopers are forfeit +2 where present. Uncontrollable Fury CloudCity 04-uncontrollablefury Light Effect 2 R [1-dot] Deploy on Vader. He is power +2, but neither adds 1 to battle destiny nor allows Tarkin to cancel destiny. Opponent loses 2 Force at end of each of opponent's turns in which Vader did not battle and you had a character of ability > 3 on table. (Immune to Alter.) Weather Vane [l] CloudCity 04-weathervane Light Effect 4 U [1-dot] Deploy on table. Any character here may be captured or rescued by a player's starship or vehicle controlling Cloud City during that player's control phase. Character here lost if new character arrives. Effect lost if Cloud City lost. (Immune to Alter.) We'll Find Han CloudCity 04-wellfindhan Light Interrupt -- Used 4 R [1-dot] Deploy Han to same site as Chewie or your Lando (regardless of deployment restrictions). OR If Chewie and your Lando are in a battle together, subtract 3 from all attrition (cannot not fall below zero). OR Cancel I Had No Choice. Wiorkettle CloudCity 04-wiorkettle Light Character -- Alien 2 U [1-dot] Pow: 1 Abil: 1 2 3 Power +1 if with Zutton. During your control phase, may use 1 Force to place one asteroid sector from hand onto Used Pile, search Reserve Deck, take one site into hand and reshuffle. Wookiee Strangle CloudCity 04-wookieestrangle Light Interrupt -- Lost 3 R [1-dot] Use 2 Force to target an opponent's non-droid character present with one of your Wookiees. Both players draw destiny. Add ability and power. Target is lost if Wookiee's total destiny > target's total destiny. Accepting Trade Federation Control Coruscant 05-acceptingtradefederationcontrol Dark Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to subtract 3 from any battle destiny just drawn. If a taxation agenda here, your draw phase, you may activate 1 Force; opponent must use 1 Force (if possible). Aks Moe Coruscant 05-aksmoe Dark Character -- Republic 2 R [1-dot] Pow: 3 Abil: 3 Politics: 3 2 5 Episode I Agendas: ambition, blockade. While in a senate majority, your capital starships are each power +2, and your Force drains are +1 at each battleground system where you occupy a related site. Allegations Of Corruption [effect] Coruscant 05-allegationsofcorruption Dark Effect 5 U [1-dot] Episode I, [grabber] Deploy on table. Once per game, may use 1 Force to stack one Interrupt just played here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Alter.) Alter [d][e1] Coruscant 05-alter Dark Interrupt -- Lost 4 U Episode I Target an Effect, Utinni Effect, or Political Effect (even if just being deployed), and one of your characters on table. Draw destiny. If destiny < ability of character, target Effect is canceled. OR Cancel Sense. Baskol Yeesrim Coruscant 05-baskolyeesrim Dark Character -- Republic 3 U [1-dot] Pow: 2 Abil: 3 Politics: 2 3 5 Episode I Agenda: blockade. While in a senate majority, once during your control phase opponent loses 1 Force for each Naboo location you control. Battle Droid Blaster Rifle Coruscant 05-battledroidblasterrifle Dark Weapon -- Character 6 C Episode I Deploy on your battle droid. May target a character or creature using 1 Force. Draw destiny. Target hit and is forfeit -4 if destiny +1 > defense value. Battle Order & First Strike Coruscant 05-battleorder&firststrike Dark Effect 5 R [1-dot] Deploy on table. You may initiate battles for free. During a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. For either player to initiate a Force drain, that player must first use 3 Force unless Battle Plan on table, or that player occupies a battleground system and a battleground site. (Immune to Alter.) Begin Landing Your Troops Coruscant 05-beginlandingyourtroops Dark Effect 4 U [1-dot] Episode I Deploy on table. Your unique ([1-dot]) Republicans are forfeit +2 and immune to Goo Nee Tay. Unless Imperial Arrest Order on table, once during your deploy phase, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.) Blockade Flagship: Bridge Coruscant 05-blockadeflagshipbridge Dark Location -- Site 0 R [1-dot] Interior, Mobile, Episode I DARK(2): While you control with Haako, Gunray, or Dofine , your [Presence] droids are power +1. LIGHT(0): Unless your Jedi here, Force drain -1 here. Chokk Coruscant 05-chokk Dark Character -- Alien 3 U [1-dot] Pow: 4 Abil: 1 Arm: 4 3 3 Warrior, Episode I Each of your alien leaders present is defense value +2. Power +3 while defending a battle. Adds 2 to his total weapon destiny when firing a blaster. Your characters present may not have their forfeit value reduced. Control [d][e1] Coruscant 05-control Dark Interrupt -- Lost 2 U Episode I Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or Mobile Effect (even if just deployed), or Force drain. Coruscant [d][e1] Coruscant 05-coruscant Dark Location -- System 0 C [1-dot] Planet, Parsec: 0, Episode I DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. LIGHT(1): If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. Coruscant: Docking Bay [d][e1] Coruscant 05-coruscantdockingbay Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 2 Force. Coruscant: Galactic Senate [d] Coruscant 05-coruscantgalacticsenate Dark Location -- Site 0 C [1-dot] Interior, Planet DARK(1): During battles here, a character's power is equal to that character's politics. LIGHT(1): During battles here, a character's power is equal to that character's politics. Coruscant Guard [d] Coruscant 05-coruscantguard Dark Character -- Republic 3 C Pow: 2 Abil: 1 2 4 Warrior, Episode I Once per turn, may use 1 Force to add 2 to politics of one of your senators present for remainder of turn. While present at Galactic Senate, all characters without politics here are forfeit = 0 (except Coruscant Guards). Darth Maul, Young Apprentice Coruscant 05-darthmaulyoungapprentice Dark Character -- Darth Maul 1 R [1-dot] Pow: 7 Abil: 6 Dark Jedi 7 8 Pilot, Warrior, Episode I Deploys -2 to Coruscant. When Maul swings a lightsaber at a Jedi, each weapon destiny draw is +1. If Maul hits a Jedi Master during battle, that Jedi Master is power -3 for remainder of battle. Immune to Clash Of Sabers and attrition < 5. Darth Maul, Young Apprentice (AI) Coruscant 05-darthmaulyoungapprenticeai Dark Character -- Darth Maul 1 R [1-dot] Pow: 7 Abil: 6 Dark Jedi 7 8 Pilot, Warrior, Episode I Deploys -2 to Coruscant. When Maul swings a lightsaber at a Jedi, each weapon destiny draw is +1. If Maul hits a Jedi Master during battle, that Jedi Master is power -3 for remainder of battle. Immune to Clash Of Sabers and attrition < 5. Daultay Dofine Coruscant 05-daultaydofine Dark Character -- Republic 2 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 2 4 Episode I At start of your draw phase, if you have no cards in your Force Pile may activate up to two Force. If your just drawn destiny was a destroyer droid or battle droid, once per turn you may take that card into hand to cancel that destiny and re-draw. Destroyer Droid Coruscant 05-destroyerdroid Dark Character -- Droid 2 R Pow: 3 Arm: 3 Destroyer Droid 3 3 Permanent Weapon, Presence, Episode I Permanent weapon is Twin Cannons (may target a character or vehicle using 1 Force; draw destiny; if destiny > defense value, target hit and opponent loses 1 Force). While with another destroyer droid, draws one battle destiny if not able to otherwise. Dioxis Coruscant 05-dioxis Dark Interrupt -- Lost 3 R [1-dot] Episode I Use 2 Force to target two opponent's Jedi at same interior battleground. Targets may not participate in battle for remainder of turn. OR Target opponent's Jedi. Draw destiny. If destiny > 2, target's game text is canceled for remainder of turn. Do They Have A Code Clearance? [effect] Coruscant 05-dotheyhaveacodeclearance Dark Effect 5 R [1-dot] [grabber] Deploy on table. Unique [1-dot] Imperials of ability = 3 are forfeit +3. If opponent just retrieved Force using an Interrupt or Utinni Effect, you may place that card here. Opponent's Force retrieval is reduced by X, where X = number of cards here. (Immune to Alter.) Droid Starfighter Coruscant 05-droidstarfighter Dark Starship -- Starfighter: Droid Starfighter 2 C Pow: 3 Man: 3 No Hyperdrive 2 2 Trade Federation, Pilot, Presence, Episode I Deploys -1 to same location as your battleship. Power -1 unless your droid control ship present. While another droid starfighter here, opponent's starfighters present are each power -1. Drop! Coruscant 05-drop Dark Effect 3 U [1-dot] Episode I Use 3 Force to deploy on table. During your move phase, if opponent has 13 or more cards in hand, you may use 4 Force to place all but 8 (random choice) in Used Pile. Once during any control phase, you may place up to three cards from hand in Used Pile. Edcel Bar Gane Coruscant 05-edcelbargane Dark Character -- Republic 3 C [1-dot] Pow: 1 Abil: 2 Politics: 2 3 5 Episode I Agenda: ambition. While in a senate majority, opponent may not draw more than one battle destiny in battles at battleground sites and you may not cancel opponent's battle destiny draws at sites. Enter The Bureaucrat Coruscant 05-enterthebureaucrat Dark Effect -- Immediate 5 U [2-dot] Episode I If you just lost more than 2 Force to a Force drain, deploy on opponent's location. You lose no more than 1 Force from Force drains here. At any time, you may place Immediate Effect in Used Pile to draw two cards from top of Reserve Deck. Establish Control Coruscant 05-establishcontrol Dark Effect 5 U Episode I Deploy on a docking bay you control. No Force drains here. Fallen Portal may not target a character at this site. Your Force drains are +2 at adjacent non-docking bay battleground sites. Place Effect in Used Pile if opponent controls this location. Gardulla The Hutt Coruscant 05-gardullathehutt Dark Character -- Alien 2 U [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 5 Episode I When you retrieve Force from Boonta Eve Podrace, any or all of your retrieved Force may be taken into hand. Once during your control phase, may use 1 Force; opponent draws one destiny. If destiny > 2, you retrieve 1 Force. Otherwise, lose 1 Force. Grotto Werribee Coruscant 05-grottowerribee Dark Character -- Alien 1 R [1-dot] Pow: 1 Abil: 4 Force-Sensitive 4 3 Pilot, Episode I Deploys -1 to a docking bay. Adds 2 to the power of anything he pilots. While at opponent's docking bay, adds 2 to your Force drains there, and your vehicles and other characters there are immune to attrition < 4. Imperial Arrest Order & Secret Plans Coruscant 05-imperialarrestorder&secretplans Dark Effect 5 R [1-dot] Deploy on table. Unique [1-dot] Imperials of ability < 3 are forfeit +1. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites only. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. When opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.) Imperial Artillery Coruscant 05-imperialartillery Dark Interrupt -- Used 7 R [1-dot] During your control phase, if you have a weapon (except a lightsaber or [Permanent Weapon] ) at a battleground you control, opponent loses 1 Force. OR If you just used a weapon (except a lightsaber or [Permanent Weapon] ) to 'hit' a character or starship, opponent loses 1 Force. (Immune to Sense.) Jawa [d][e1] Coruscant 05-jawa Dark Character -- Alien 3 C Pow: 1 Abil: 1 * 1 Episode I Deploys only on Tatooine. * To deploy, requires 1 Force from each players' Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent just initiated a Force drain at adjacent site, may use 2 Force to reduce it by 1. Keder The Black Coruscant 05-kedertheblack Dark Character -- Republic 1 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 4 Warrior, Episode I Deploys only to a site as an Undercover spy (-2 on Coruscant). During your control phase, may 'break cover' to target one character with politics present. Draw destiny. If destiny +1 > target's politics, target and Keder are lost. Kill Them Immediately Coruscant 05-killthemimmediately Dark Interrupt -- Used or Lost 3 C [1-dot] Episode I Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards there, place this Interrupt in Used Pile. Otherwise USED: place a revealed card in opponent's Used Pile. LOST: all cards opponent has two or more of are lost. (Immune to Sense.) Lana Dobreed Coruscant 05-lanadobreed Dark Interrupt -- Used 4 U [1-dot] Episode I During your move phase, target any or all of your characters at one exterior site to 'transport' (relocate) to another exterior site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile. Laser Cannon Battery Coruscant 05-lasercannonbattery Dark Weapon -- Starship 4 U Episode I Deploy on your capital starship. May deploy as a 'react'. May target a starship using X Force, where X = 0 to 3. Draw destiny. Subtract 2 if targeting a starship with maneuver. If destiny +X > defense value, target hit and opponent loses 1 Force. Little Real Power Coruscant 05-littlerealpower Dark Interrupt -- Lost 5 C [1-dot] Episode I During any control phase, target an opponent's character with politics present with your senator at Galactic Senate. For remainder of turn, target's game text is canceled and target is politics = 0. Lott Dod Coruscant 05-lottdod Dark Character -- Republic 2 R [1-dot] Pow: 1 Abil: 3 Politics: 4 2 5 Episode I Agendas: ambition, blockade, trade. While in a senate majority, once during your control phase, may search your Force Pile and take any one card there into hand; reshuffle. While at Galactic Senate, your other Neimoidians are forfeit +2. Malastare [d] Coruscant 05-malastare Dark Location -- System 0 U [1-dot] Planet, Parsec: 3, Episode I DARK(2): If you control, during your control phase may deploy Watto's Box (regardless of your current race total). LIGHT(1): If you control, may use 4 Force to cancel Watto's Box. Masterful Move & Endor Occupation Coruscant 05-masterfulmove&endoroccupation Dark Interrupt -- Used 5 R [1-dot] Cancel Tatooine Celebration, Cloud City Celebration, or Coruscant Celebration. (Immune to Sense.) OR Use 1 Force to take one hologram, dejarik, or Imperial Holotable into hand from Reserve Deck; reshuffle. OR Cancel Mantellian Savrip. OR Cancel opponent's Force drain at a holosite. Maul's Sith Infiltrator Coruscant 05-maulssithinfiltrator Dark Starship -- Starfighter: Sith Infiltrator 6 R [1-dot] Pow: 4 Arm: 5 Hyp: 6 3 6 Nav Computer, Independent, Episode I May add 2 pilots. Maul deploys -3 aboard. While Maul piloting, immune to attrition and during your move phase, may lose 2 Force to 'cloak' (does not participate in battles) until end of next turn. Maul's Sith Infiltrator (AI) Coruscant 05-maulssithinfiltratorai Dark Starship -- Starfighter: Sith Infiltrator 6 R [1-dot] Pow: 4 Arm: 5 Hyp: 6 3 6 Nav Computer, Independent, Episode I May add 2 pilots. Maul deploys -3 aboard. While Maul piloting, immune to attrition and during your move phase, may lose 2 Force to 'cloak' (does not participate in battles) until end of next turn. Maul Strikes Coruscant 05-maulstrikes Dark Interrupt -- Lost 5 R Episode I If Maul in battle with a Jedi, add one battle destiny (two if Jedi is Qui-Gon). OR Use 1 Force to take any lightsaber into hand from Reserve Deck; reshuffle. OR Target a Jedi present with Maul; they duel: Both players draw 2 destiny. Loser (lowest total) is lost. Mind Tricks Don't Work On Me Coruscant 05-mindtricksdontworkonme Dark Effect 2 U [1-dot] Episode I Use 3 Force to deploy on table. During the damage segment of a battle your opponent initiated, if you have no cards left that can be forfeited, you may place this Effect out of play to cancel all remaining battle damage. (Immune to Alter.) Motion Supported Coruscant 05-motionsupported Dark Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to add 2 to your next Force drain at a battleground this turn. If a wealth agenda here, once per turn, you may lose your just drawn battle destiny to substitute it with a card from hand. My Lord, Is That Legal? / I Will Make It Legal Coruscant 05-mylordisthatlegal Dark Objective 0/7 U Episode I Front (My Lord, Is That Legal?): Deploy Galactic Senate and any other [Episode I] location. {For} remainder of game, Rebel and Imperial leaders of ability < 4 are politics +2. Counter Assault and Surprise Assault are canceled. Your Republic characters are immune to Goo Nee Tay. Cards on your Political Effects may deploy to table. At Galactic Senate, weapon destiny draws are -6, creatures are lost and game text of non-Republicans is canceled. {Flip} this card if you have 3 senators (or 2 senators, at least 1 with a blockade agenda) at Galactic Senate. Back (I Will Make It Legal): {While} this side up, once during your control phase may use 3 Force to place up to two random cards from opponent's hand into their Used Pile. Once per turn may take a Political Effect into hand from Reserve Deck; reshuffle. Your senators are destiny +2 (or +3 if senator has an ambition agenda) when drawn for weapon or battle destiny. May use 2 Force at end of any turn to place all cards on your Political Effects into Used Pile. {Flip} this card if you have less than two senators at Galactic Senate. Naboo [d] Coruscant 05-naboo Dark Location -- System 0 U [1-dot] Planet, Parsec: 5, Episode I DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. LIGHT(2): If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. Naboo: Battle Plains [d] Coruscant 05-naboobattleplains Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(2): Unless Gungan Energy Shield on table, your AATs are each power +2 here. LIGHT(2): Once per game may take Gungan Energy Shield into hand from Reserve Deck; reshuffle. Naboo Blaster Coruscant 05-nabooblaster Dark Weapon -- Character 5 C Episode I Use 1 Force to deploy on your warrior or battle droid. May target a character, creature, or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. Naboo Blaster Rifle [d] Coruscant 05-nabooblasterrifle Dark Weapon -- Character 2 C Episode I Use 1 Force to deploy on your warrior or battle droid. May target a character, creature, or vehicle using 1 Force. Draw destiny. Target hit if destiny +2 > defense value. Naboo: Swamp [d] Coruscant 05-nabooswamp Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(1): If your battle droid present, Force drain +1 here. LIGHT(1): If your Gungan present, Force drain +1 here. Naboo: Theed Palace Courtyard [d] Coruscant 05-nabootheedpalacecourtyard Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(2): During your move phase, may move your characters from here to any interior Naboo site. LIGHT(1): Add 1 to each of your weapon destiny draws here. Naboo: Theed Palace Docking Bay [d] Coruscant 05-nabootheedpalacedockingbay Dark Location -- Site 0 C [1-dot] Interior, Exterior, Planet, Episode I DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 2 Force. Naboo: Theed Palace Throne Room [d] Coruscant 05-nabootheedpalacethroneroom Dark Location -- Site 0 C [1-dot] Interior, Planet, Episode I DARK(2): If Haako or Gunray present, Force drain +1 here. LIGHT(1): Unless Amidala present, Force drain -1 here. Neimoidian Advisor Coruscant 05-neimoidianadvisor Dark Interrupt -- Used or Starting 5 U [1-dot] Episode I USED: Use 2 Force to deploy a unique ([1-dot]) battleground not on table, from Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which deploys on table (or your side of table) and has no deploy cost; reshuffle. Place Interrupt in Lost Pile. Neimoidian Pilot Coruscant 05-neimoidianpilot Dark Character -- Republic 3 C Pow: 0 Abil: 2 2 2 Pilot, Episode I Deploys -2 at Naboo. When deployed aboard your battleship, you may activate 1 Force. Adds 2 to the power of any starship he pilots. Forfeit +2 while piloting. No Civility, Only Politics Coruscant 05-nocivilityonlypolitics Dark Interrupt -- Used or Lost 4 C [1-dot] Episode I USED: During your move phase, take one of your characters with politics at Galactic Senate into hand. LOST: If you have a Republican with politics in battle at a site, add one battle destiny; that character is power and politics = 0 until end of turn. No Money, No Parts, No Deal! / You're A Slave? Coruscant 05-nomoneynopartsnodeal Dark Objective 0/7 U Episode I Front (No Money, No Parts, No Deal!): Deploy Watto's Junkyard and Mos Espa. {For} remainder of game, Watto's Junkyard is immune to Revolution. If Watto at Watto's Junkyard, opponent may use 8 Force to place Watto in Used Pile and you may retrieve up to 4 Force. {While} this side up, Qui-Gon is power +3. Opponent loses no more than 1 Force from your Force drains at Tatooine sites. {Flip} this card if Watto present at Watto's Junkyard and you occupy Mos Espa. Back (You're A Slave?): {While} this side up, once during each of your deploy phases, may place a card from hand face down on your side of the table and opponent must choose to lose 2 Force (you place card in Used Pile) or use 2 Force (you deploy that card for free). If opponent uses 2 Force and you cannot deploy card, lose 2 Force and card is lost. Opponent's non-unique aliens are each deploy +3. {Flip} this card if Watto not present at Watto's Junkyard or you do not occupy Mos Espa. Nute Gunray Coruscant 05-nutegunray Dark Character -- Republic 3 R [1-dot] Pow: 3 Abil: 4 Force-Sensitive 3 6 Episode I Your destroyer droids and battle droids are each forfeit +1 at same and related sites. While aboard Blockade Flagship, opponent's Jedi may not move or deploy to Bridge, and your destroyer droids are destiny +3 if drawn for battle destiny. On The Payroll Of The Trade Federation Coruscant 05-onthepayrollofthetradefederation Dark Interrupt -- Used 5 C [1-dot] Target an opponent's character at Galactic Senate if you have a senator there with a matching agenda. For remainder of turn: your senator's politics is increased by target's current politics, and target's politics is then reduced to zero. Orn Free Taa Coruscant 05-ornfreetaa Dark Character -- Republic 4 C [1-dot] Pow: 1 Abil: 3 Politics: 2 1 4 Episode I Agendas: taxation, wealth. While in a senate majority, once per turn may take your just drawn battle destiny into hand. During opponent's deploy phase, may use X Force to place Taa in your Used Pile. (X = cards in opponent's Force Pile.) Our Blockade Is Perfectly Legal Coruscant 05-ourblockadeisperfectlylegal Dark Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to add 3 to any battle destiny just drawn . If a blockade agenda here, during your turn you may cancel a 'react' or an attempt by opponent to move away from a battle. P-59 Coruscant 05-p59 Dark Character -- Droid 3 R [1-dot] Pow: 4 Arm: 4 Destroyer Droid 4 4 Permanent Weapon, Presence, Episode I Permanent weapon is Twin Cannons (may target a character or vehicle for free; draw destiny; if destiny +1 > defense value, target hit and opponent loses 2 Force). Draws one battle destiny if unable to otherwise. Immune to attrition < 4. P-60 Coruscant 05-p60 Dark Character -- Droid 3 R [1-dot] Pow: 3 Arm: 5 Destroyer Droid 4 4 Permanent Weapon, Presence, Episode I Permanent weapon is Twin Cannons (may target a character or vehicle for free; draw destiny; if destiny +2 > defense value, target hit and opponent loses 1 Force). While with a destroyer droid at a site, adds one battle destiny. Passel Argente Coruscant 05-passelargente Dark Character -- Republic 2 C [1-dot] Pow: 1 Abil: 2 Politics: 2 3 3 Episode I Agendas: ambition, taxation. While in a senate majority, opponent's non-unique starships and non-unique vehicles are each deploy +2 and power -1. Argente is politics +X, where X = number of opponent's senators at same site. Rune Haako Coruscant 05-runehaako Dark Character -- Republic 2 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 6 Episode I While in battle, may choose one number. If next card opponent draws for destiny this battle has a printed destiny number matching this choice, that destiny is reduced to zero. If you just initiated a battle at same or adjacent site, retrieve 1 Force. Security Battle Droid Coruscant 05-securitybattledroid Dark Character -- Droid 3 C Pow: 2 Arm: 3 Battle Droid 2 3 Presence, Episode I Opponent's characters require +1 Force to move from same site using their landspeed. While with another battle droid at a site, draws one battle destiny if unable to otherwise. Sense [d][e1] Coruscant 05-sense Dark Interrupt -- Lost 3 U Episode I If opponent just played an Interrupt (or just initiated a 'react'), target one of your characters on table. Draw destiny. If destiny < ability of target, that Interrupt (or 'react') is canceled. OR Cancel Alter. Short Range Fighters & Watch Your Back! Coruscant 05-shortrangefighters&watchyourback Dark Interrupt -- Used or Lost 5 R [1-dot] USED: Take one unique ([1-dot]) unpiloted starfighter into hand from Reserve Deck; reshuffle. LOST: During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your unique ([1-dot]) starfighter in that battle. Squabbling Delegates Coruscant 05-squabblingdelegates Dark Interrupt -- Used 5 R [1-dot] Episode I Once per game, retrieve 1 Force for each of your senators at Galactic Senate. (Immune to Sense.) OR Take one senator (or Coruscant Guard) into hand from Reserve Deck; reshuffle. Tatooine [d][e1] Coruscant 05-tatooine Dark Location -- System 0 U [1-dot] Planet, Parsec: 7, Episode I DARK(2): While you occupy, opponent's starship movement from here requires +1 Force. If Maul here, Force drain +1 here. LIGHT(1): Your movement to here using hyperspeed requires -1 Force. Tatooine: Marketplace [d] Coruscant 05-tatooinemarketplace Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(1): If you occupy, once during each of your control phases may use 3 Force to retrieve 1 Force. LIGHT(1): If you occupy, once during each of your control phases may use 5 Force to retrieve 1 Force. Tatooine: Mos Espa Docking Bay [d] Coruscant 05-tatooinemosespadockingbay Dark Location -- Site 0 C [1-dot] Interior, Exterior, Planet, Episode I DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 2 Force. Tatooine: Watto's Junkyard [d] Coruscant 05-tatooinewattosjunkyard Dark Location -- Site 0 C [1-dot] Exterior, Planet, Episode I DARK(2): Once per game, may deploy Watto here from Reserve Deck; reshuffle. Watto deploys -2 here. LIGHT(1): While Watto here, you may not draw battle destiny here. TC-14 Coruscant 05-tc14 Dark Character -- Droid 3 R [1-dot] Pow: 1 Protocol Droid 3 3 Episode I Opponent's Jedi using landspeed from here require +2 Force. During any control phase may place TC-14 out of play to target one opponent's Jedi present. Target Jedi loses all immunity to attrition and is power = 0 for remainder of turn. Televan Koreyy Coruscant 05-televankoreyy Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 0 3 Episode I Beggar and Frozen Assets are canceled. Your thieves, gamblers, and information brokers at related Tatooine sites are power +1. While at Cantina, Mos Espa, or Marketplace, may draw one battle destiny if not able to otherwise. Tey How Coruscant 05-teyhow Dark Character -- Republic 2 U [1-dot] Pow: 1 Abil: 2 2 3 Pilot, Episode I Adds 2 to the power of anything she pilots. While aboard a battleship, whenever you must lose Force from a Force drain at a system within 2 parsecs of How, may use X Force to reduce the loss by X. The Phantom Menace Coruscant 05-thephantommenace Dark Effect 7 R [1-dot] Deploy on table. Once per turn, if Maul on table, may deploy a Neimoidian from Reserve Deck; reshuffle. While present with opponent's Jedi, Maul is defense value +2 and immune to attrition. If Maul just lost, place Effect in Used Pile. (Immune to Alter.) The Phantom Menace (AI) Coruscant 05-thephantommenaceai Dark Effect 7 R [1-dot] Deploy on table. Once per turn, if Maul on table, may deploy a Neimoidian from Reserve Deck; reshuffle. While present with opponent's Jedi, Maul is defense value +2 and immune to attrition. If Maul just lost, place Effect in Used Pile. (Immune to Alter.) The Point Is Conceded Coruscant 05-thepointisconceded Dark Interrupt -- Used 6 C [1-dot] Episode I If you have a senate majority, activate 1 Force. OR If your opponent has a senate majority, place your senator at Galactic Senate in Used Pile to place an opponent's character present (your choice) in opponent's Used Pile. (Immune to Sense.) They're Still Coming Through! Coruscant 05-theyrestillcomingthrough Dark Interrupt -- Used 4 U Episode I Cancel Rebel Barrier, It's A Trap!, or Smoke Screen. OR Re-target Fallen Portal by choosing up to two of opponent's characters there instead of your own. OR Peek at the top card of your Force Pile; either return it, or place it under your Force Pile or Reserve Deck. They Will Be No Match For You Coruscant 05-theywillbenomatchforyou Dark Effect 5 R [1-dot] Episode I Deploy on table. When Maul initiates a duel, Hunt Down And Destroy The Jedi (or Their Fire Has Gone Out Of The Universe) is not placed out of play. While armed with a lightsaber, Maul's duel destiny draws are each +1. (Immune to Alter.) This Is Outrageous! Coruscant 05-thisisoutrageous Dark Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to cancel an opponent's Force drain. If a trade agenda here, once during your turn, you may place a card from hand in Lost Pile, shuffle that pile, and take top card into hand. Tikkes Coruscant 05-tikkes Dark Character -- Republic 2 C [1-dot] Pow: 2 Abil: 3 Politics: 2 3 6 Episode I Agenda: wealth. While in a senate majority, your Force generation is +2 at battlegrounds you control, and Honor Of The Jedi is suspended. Once during your deploy phase, may draw bottom card of your Force Pile into hand. Toonbuck Toora Coruscant 05-toonbucktoora Dark Character -- Republic 3 U [1-dot] Pow: 2 Abil: 3 Politics: 2 2 3 Episode I Agendas: ambition, taxation, wealth. While in a senate majority, once per turn may add 1 to your total attrition in battle for each character with an ambition agenda at Galactic Senate. Trade Federation Battleship Coruscant 05-tradefederationbattleship Dark Starship -- Capital: Trade Federation Battleship 2 U Pow: 6 Arm: 6 Hyp: 3 7 7 Pilot, Nav Computer, Trade Federation, Episode I May add 4 pilots, 4 passengers, 2 vehicles and 4 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. While with any starfighter, draws one battle destiny if unable to otherwise. Trade Federation Droid Control Ship Coruscant 05-tradefederationdroidcontrolship Dark Starship -- Capital: Trade Federation Battleship 2 R [Diamond] Pow: 5 Arm: 7 Hyp: 3 6 6 Pilot, Nav Computer, Trade Federation, Episode I May add 4 pilots, 4 passengers, 2 vehicles, and 4 starfighters. Has ship-docking capability. Permanent pilot provides ability of 2. While a droid starfighter here, adds one battle destiny. Tusken Raider [e1] Coruscant 05-tuskenraider Dark Character -- Alien 3 C Pow: 2 Abil: 1 2 2 Episode I While at Podrace Arena, if opponent just placed race destiny on their Podracer, once per turn may use 3 Force to 'shoot' (no other Tusken Raiders may 'shoot' this turn.) Draw destiny. If destiny > 3, place race destiny in opponent's hand. Vote Now! [d] Coruscant 05-votenow Dark Interrupt -- Used 5 R [1-dot] Episode I During your control phase, draw destiny. If destiny > 2, draw up to X cards (maximum 4) from Reserve Deck, where X = your total politics at Galactic Senate minus opponent's total politics at Galactic Senate. We Must Accelerate Our Plans Coruscant 05-wemustaccelerateourplans Dark Interrupt -- Used 5 R [1-dot] Episode I Use 3 Force to take one Effect of any kind into hand from Reserve Deck; reshuffle. OR Deploy a Blockade Flagship site from your Reserve Deck; reshuffle. OR Take one Interrupt with the word 'Podracer(s)' in it's game text into hand from Reserve Deck; reshuffle. Wipe Them Out, All Of Them [effect] Coruscant 05-wipethemoutallofthem Dark Effect 5 U [1-dot] Episode I Deploy on table. Once during each of opponent's turns, if you occupy a battleground site, may activate 1 Force. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny. (Immune to Alter.) Yade M'rak Coruscant 05-yademrak Dark Character -- Alien 3 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior, Episode I Adds 2 to power of anything he pilots. Once per turn, may take a just drawn race destiny into hand. Once during a battle Yade is in at a system may use 2 Force to draw destiny. If destiny is odd, add one battle destiny; if even, destiny into hand. Yeb Yeb Adem'thorn Coruscant 05-yebyebademthorn Dark Character -- Republic 3 C [1-dot] Pow: 1 Abil: 2 Politics: 2 2 4 Episode I Agendas: trade, wealth. While in a senate majority, once during your turn, may peek at top card of opponent's Reserve Deck; return that card or lose 1 Force to make it lost. You Cannot Hide Forever & Mobilization Points Coruscant 05-youcannothideforever&mobilizationpoints Dark Effect 5 R [1-dot] Deploy on table. Your Force generation is +1 at each docking bay you occupy. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. Once per game, you may take one Carida, Wakeelmui, Gall, Kuat or Rendili or Executor into hand from Reserve Deck; reshuffle. You may place Effect in Lost Pile to take one [Endor set] or [Death Star II set] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.) All Wings Report In & Darklighter Spin Coruscant 06-allwingsreportin&darklighterspin Light Interrupt -- Used Or Lost 5 R [2-dot] USED: Take one unique ([1-dot]) unpiloted starfighter into hand from Reserve Deck; reshuffle. LOST: During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your unique ([1-dot]) starfighter in that battle. Alter [l][e1] Coruscant 06-alter Light Interrupt -- Lost 4 U Episode I Target an Effect, Utinni Effect, or Political Effect (even if just being deployed), and one of your characters on table. Draw destiny. If destiny < ability of character, target Effect is canceled. OR Cancel Sense. Another Pathetic Lifeform [effect] Coruscant 06-anotherpatheticlifeform Light Effect 5 U [1-dot] Episode I Deploy on table. Once during each of opponent's turns, if you occupy a battleground site, may activate 1 Force. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny. (Immune to Alter.) Are You Brain Dead?! Coruscant 06-areyoubraindead Light Interrupt -- Used Or Lost 5 R [1-dot] Episode I USED: Target your [Episode I] Jedi defending a battle. Target is immune to attrition for rest of turn (unless Dark Jedi present). LOST: In a battle you lost, place a Jedi Council Member you just forfeited in Used Pile to cancel all battle damage and attrition against you. Ascertaining The Truth Coruscant 06-ascertainingthetruth Light Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to subtract 3 from any battle destiny just drawn. If an order agenda here, during your move phase you may peek at top 2 cards of any Reserve Deck; replace in any order. A Tragedy Has Occurred [effect] Coruscant 06-atragedyhasoccurred Light Effect 5 U Episode I, [grabber] Deploy on table. Once per game, may use 1 Force to stack one Interrupt just played here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Alter.) A Vergence In The Force Coruscant 06-avergenceintheforce Light Effect -- Immediate 5 U [3-dot] Episode I If you just lost more than 2 Force to a Force drain, deploy on opponent's location. You lose no more than 1 Force from Force drains here. At any time, you may place Immediate Effect in Used Pile to draw two cards from top of Reserve Deck. Baseless Accusations Coruscant 06-baselessaccusations Light Interrupt -- Lost 5 C [1-dot] Episode I During any control phase, target an opponent's senator present with your character with politics at Galactic Senate. For remainder of turn, target's game text is canceled and target is politics = 0. Battle Plan & Draw Their Fire Coruscant 06-battleplan&drawtheirfire Light Effect 5 R [1-dot] Deploy on table. You may initiate battles for free. During a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. For either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site and a battleground system. (Immune to Alter.) Captain Madakor Coruscant 06-captainmadakor Light Character -- Republic 2 R [1-dot] Pow: 2 Abil: 2 2 5 Pilot, Warrior, Episode I Adds 2 to power of anything she pilots. While piloting Radiant VII and you have no other starships at same system, opponent may not draw more than one battle destiny here. Captain Panaka Coruscant 06-captainpanaka Light Character -- Republic 2 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 6 Warrior, Episode I Deploys -1 to same site as Amidala. Once per game, may deploy a blaster on Panaka from Reserve Deck; reshuffle. Once per turn, if Panaka just fired a blaster and 'hit' a character, opponent loses 2 Force. Control [l][e1] Coruscant 06-control Light Interrupt -- Lost 2 U Episode I Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or Mobile Effect (even if just deployed), or Force drain. Coruscant [l][e1] Coruscant 06-coruscant Light Location -- System 0 C [1-dot] Planet, Parsec: 0, Episode I LIGHT(2): If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. DARK(1): If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. Coruscant: Docking Bay [l][e1] Coruscant 06-coruscantdockingbay Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(1): Your docking bay transit from here requires 1 Force. DARK(1): Your docking bay transit from here requires 2 Force. Coruscant: Galactic Senate [l] Coruscant 06-coruscantgalacticsenate Light Location -- Site 0 C [1-dot] Interior, Planet LIGHT(1): During battles here, a character's power is equal to that character's politics. DARK(1): During battles here, a character's power is equal to that character's politics. Coruscant Guard [l] Coruscant 06-coruscantguard Light Character -- Republic 3 C Pow: 2 Abil: 1 2 4 Warrior, Episode I Once per turn, may use 1 Force to add 2 to politics of one of your senators present for remainder of turn. While present at Galactic Senate, all characters without politics here are forfeit = 0 (except Coruscant Guards). Coruscant: Jedi Council Chamber Coruscant 06-coruscantjedicouncilchamber Light Location -- Site 0 R [1-dot] Interior, Planet LIGHT(3): [Episode I] Yoda may deploy here from Reserve Deck; reshuffle. Immune to Revolution. DARK(0): Non-unique lightsaber Force drain bonuses everywhere are canceled. Credits Will Do Fine Coruscant 06-creditswilldofine Light Effect 3 C [1-dot] Episode I Use 2 Force to deploy on table. If you just initiated a Force drain (or won a battle) at Watto's Junkyard, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. (Immune to Alter.) Depa Billaba Coruscant 06-depabillaba Light Character -- Jedi Master 2 R [1-dot] Pow: 4 Abil: 7 Jedi Master 4 6 Warrior, Episode I Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once per turn may use 1 Force to peek at the top card of any Reserve Deck and place that card on top of owner's Reserve Deck or Used Pile. Free Ride & Endor Celebration Coruscant 06-freeride&endorcelebration Light Interrupt -- Used 5 R [1-dot] Cancel Tatooine Occupation, Cloud City Occupation, Rebel Base Occupation. (Immune to Sense.) OR Peak at one card randomly selected from opponent's hand. If that card is a speeder bike, AT-ST, or skiff, steal it into hand. Freon Drevan Coruscant 06-freondrevan Light Character -- Alien 3 U [1-dot] Pow: 3 Abil: 2 2 4 Episode I Cancels game text of opponent's accountants and tax collectors at same or adjacent site. While in a battle at a site, your battle destiny draws may not be canceled, and you may not draw more than two battle destiny. Graxol Kelvyyn Coruscant 06-graxolkelvyyn Light Character -- Alien 3 U [1-dot] Pow: 1 Abil: 2 2 3 Episode I While at Podrace Arena, at end of opponent's turn: you retrieve 1 Force if Anakin's Podracer is leading the Podrace, or you lose 1 Force if Anakin's Podracer is losing the Podrace. Gungan Warrior Coruscant 06-gunganwarrior Light Character -- Alien 3 C Pow: 2 Abil: 1 2 3 Warrior, Episode I Deploys -1 to a Naboo site opponent occupies. While with another Gungan, draws one battle destiny if unable to otherwise. Power +3 while armed with an electropole. Horox Ryyder Coruscant 06-horoxryyder Light Character -- Republic 3 C [1-dot] Pow: 1 Abil: 2 Politics: 2 2 4 Episode I Agendas: order, taxation, peace. While in a senate majority, opponent may not draw more than one battle destiny at battleground systems, and you may not cancel opponent's battle destiny draws at systems. Inconsequential Barriers Coruscant 06-inconsequentialbarriers Light Interrupt -- Used 4 C [1-dot] Episode I Cancel Imperial Barrier, None Shall Pass, or Set For Stun. OR Peek at the top card of your Force Pile; either return it, or place it under your Force Pile or Reserve Deck. Insurrection & Aim High Coruscant 06-insurrection&aimhigh Light Effect 5 R [1-dot] Deploy on table. Unique [1-dot] Rebels of ability < 3 are forfeit +1. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites only. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. When opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.) I've Decided To Go Back Coruscant 06-ivedecidedtogoback Light Interrupt -- Used Or Lost 4 C [1-dot] Episode I USED: During your move phase, take one of your characters with politics at Galactic Senate into hand. LOST: If you have a Republic character with politics in battle at a site, add one battle destiny; that character is power and politics = 0 until end of turn. I Will Not Defer Coruscant 06-iwillnotdefer Light Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to add 2 to your next Force drain at a battleground this turn. If a peace agenda here, once per turn you may activate up to 2 Force when opponent initiates battle. Jawa [l][e1] Coruscant 06-jawa Light Character -- Alien 3 C Pow: 1 Abil: 1 * 1 Episode I Deploys only on Tatooine. * To deploy, requires 1 Force from each players' Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent just initiated a Force drain at adjacent site, may use 2 Force to reduce it by 1. Ki-Adi-Mundi Coruscant 06-kiadimundi Light Character -- Republic 2 U [1-dot] Pow: 5 Abil: 6 Jedi Knight 5 6 Warrior, Episode I Deploys +3 if not to Jedi Council Chamber. While at a battleground site, if opponent just initiated a battle at same or adjacent site, opponent must lose top card of their Reserve Deck (if possible). Immune to attrition < 5 while at Jedi Council Chamber. Liana Merian Coruscant 06-lianamerian Light Character -- Republic 2 U [1-dot] Pow: 1 Abil: 3 Politics: 2 2 5 Episode I Agendas: peace, trade. While in a senate majority, once during opponent's turn, target an opponent's just drawn battle destiny; opponent must use or lose 2 Force or that battle destiny = 0. Lieutenant Williams Coruscant 06-lieutenantwilliams Light Character -- Republic 2 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior, Episode I Adds 2 to power of anything he pilots. While piloting Radiant VII and you have no other starships at same system, unless opponent has total ability >6 piloting here, opponent's total battle destiny here is -3. Mace Windu Coruscant 06-macewindu Light Character -- Jedi Master 1 R [1-dot] Pow: 6 Abil: 7 Jedi Master 6 7 Warrior, Episode I Deploys +3 to any location except Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once during your control phase, if Amidala at a battleground site and Maul not on table, opponent loses 2 Force. Mace Windu (AI) Coruscant 06-macewinduai Light Character -- Jedi Master 1 R [1-dot] Pow: 6 Abil: 7 Jedi Master 6 7 Warrior, Episode I Deploys +3 to any location except Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once during your control phase, if Amidala at a battleground site and Maul not on table, opponent loses 2 Force. Malastare [l] Coruscant 06-malastare Light Location -- System 0 U [1-dot] Planet, Parsec: 3, Episode I LIGHT(2): If you have won a Podrace, Force drain +1 here. DARK(1): If you have lost a Podrace, you may not draw more than one battle destiny here. Mas Amedda Coruscant 06-masamedda Light Character -- Republic 2 U [1-dot] Pow: 3 Abil: 2 Politics: 3 2 5 Episode I Agenda: order. If with Valorum, your Force generation at this location is +1. While in a senate majority, once during your control phase, if you occupy a battleground site and a battleground system, opponent loses 2 Force. Master Qui-Gon Coruscant 06-masterquigon Light Character -- Jedi Master 1 R [1-dot] Pow: 6 Abil: 7 Jedi Master 8 9 Warrior, Episode I Deploys -2 on Coruscant. If opponent's Dark Jedi on table, during your move phase may use 4 Force to return Qui-Gon (and all cards on him) to owner's hand. Immune to attrition and You Are Beaten. Master Qui-Gon (AI) Coruscant 06-masterquigonai Light Character -- Jedi Master 1 R [1-dot] Pow: 6 Abil: 7 Jedi Master 8 9 Warrior, Episode I Deploys -2 on Coruscant. If opponent's Dark Jedi on table, during your move phase may use 4 Force to return Qui-Gon (and all cards on him) to owner's hand. Immune to attrition and You Are Beaten. Might Of The Republic Coruscant 06-mightoftherepublic Light Interrupt -- Used 5 R [1-dot] Episode I Once per game, retrieve 1 Force for each of your senators at Galactic Senate. (Immune to Sense.) OR Take one senator (or Coruscant Guard, Sei Taria or Mas Amedda) into hand from Reserve Deck; reshuffle. Mindful Of The Future Coruscant 06-mindfulofthefuture Light Interrupt -- Used Or Starting 5 C [1-dot] Episode I USED: Use 2 Force to deploy a unique ([1-dot]) battleground not on table, from Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which deploys on table (or your side of table) and has no deploy cost; reshuffle. Place Interrupt in Lost Pile. Murr Danod Coruscant 06-murrdanod Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 3 Episode I Your weapons and devices deploy -1 to same site. While with your unique ([1-dot]) smuggler at an exterior site, opponent's total battle destiny here is -1 for each [Light Side Force] icon at same site. My Loyal Bodyguard Coruscant 06-myloyalbodyguard Light Interrupt -- Used 5 U [1-dot] Episode I Deploy a handmaiden to Amidala's location from Reserve Deck; reshuffle. OR If opponent just initiated battle at same site as your handmaiden and Amidala, add one battle destiny. Naboo [l] Coruscant 06-naboo Light Location -- System 0 U [1-dot] Planet, Parsec: 5, Episode I LIGHT(2): If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. Naboo: Battle Plains [l] Coruscant 06-naboobattleplains Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(2): Once per game may take Gungan Energy Shield into hand from Reserve Deck; reshuffle. DARK(2): Your AAts deploy +1 here. Naboo Blaster Rifle [l] Coruscant 06-nabooblasterrifle Light Weapon -- Character 2 C Episode I Use 1 Force to deploy on your warrior. May target a character, creature, vehicle using 1 Force. Draw destiny. Target hit if destiny +2 > defense value. Naboo Defense Fighter Coruscant 06-naboodefensefighter Light Starship -- Starfighter: N-1 Starship -- Starfighter: 3 C Pow: 2 Man: 4 Hyp: 3 1 3 Pilot, Nav Computer, Republic, Episode I Permanent pilot provides ability of 1. May add 1 pilot (suspends permanent pilot). Power +1 at Naboo system. While with another N-1 starfighter, draws one battle destiny if unable to otherwise. Naboo Fighter Pilot Coruscant 06-naboofighterpilot Light Character -- Republic 3 C Pow: 0 Abil: 2 2 3 Pilot, Episode I Deploys -2 at Naboo. If just deployed aboard a N-1 starfighter, you may activate 1 Force. Adds 2 to the power of any starfighter he pilots (or 3 if piloting a N-1 starfighter). Forfeit+1 when forfeited during a battle at a system. Naboo Security Officer Blaster Coruscant 06-naboosecurityofficerblaster Light Weapon -- Character 5 C Episode I Use 1 Force to deploy on your warrior. May target a character, creature, vehicle for free. Draw destiny. Add 1 if fired by a leader. Target hit if total destiny > defense value. Naboo: Swamp [l] Coruscant 06-nabooswamp Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(1): Your Gungans are each power +1 and deploy -1 here. DARK(1): Unless your battle droid present, Force drain -1 here. Naboo: Theed Palace Courtyard [l] Coruscant 06-nabootheedpalacecourtyard Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(2): Add 1 to each of your weapon destiny draws here. DARK(1): (blank) Naboo: Theed Palace Docking Bay [l] Coruscant 06-nabootheedpalacedockingbay Light Location -- Site 0 C [1-dot] Interior, Exterior, Planet, Episode I LIGHT(1): Your docking bay transit from here requires 1 Force. DARK(1): Your docking bay transit from here requires 2 Force. Naboo: Theed Palace Throne Room [l] Coruscant 06-nabootheedpalacethroneroom Light Location -- Site 0 C [1-dot] Interior, Planet, Episode I LIGHT(2): While you occupy, opponent's [Presence] droids require +1 Force to move to here. DARK(1): (blank) New Leadership Is Needed Coruscant 06-newleadershipisneeded Light Interrupt -- Used 5 C [1-dot] Episode I If you have a senate majority, activate 1 Force. OR If your opponent has a senate majority, place your character with politics at Galactic Senate in Used Pile to place an opponent's character present (your choice) in opponent's Used Pile. (Immune to Sense.) Odin Nesloor Coruscant 06-odinnesloor Light Interrupt -- Used 4 U [1-dot] Episode I During your move phase, target any or all of your characters at one exterior site to 'transport' (relocate) to another exterior site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile. Panaka's Blaster Coruscant 06-panakasblaster Light Weapon -- Character 4 R [1-dot] Episode I Deploy on Panaka. May target a character, creature, or vehicle for free. Draw destiny. Target hit if destiny +2 > defense value. When this blaster hits a character or vehicle in battle, your total power here is +3 for remainder of battle. Phylo Gandish Coruscant 06-phylogandish Light Character -- Alien 2 R [1-dot] Pow: 1 Abil: 4 Force-Sensitive 4 4 Episode I Deploys for free at a docking bay. Adds 3 to the power of anything she pilots. While at opponent's docking bay, adds 2 to your Force drains there, and your other characters there are defense value +1 and immune to attrition < 4. Plead My Case To The Senate / Sanity And Compassion Coruscant 06-pleadmycasetothesenate Light Objective 0/7 U Episode I Front (Plead My Case To The Senate): Deploy Galactic Senate and any other [Episode I] location. For remainder of game, Rebel and Republic leaders of ability < 4 are politics +2. Counter Assault and Surprise Assault are canceled. You may deploy cards on your Political Effects to table. At Galactic Senate, weapon destiny draws are -6, creatures are lost and game text of non-Republic characters is canceled. {Flip} this card if you have 3 senators (or 2 senators, at least one with a peace agenda) at Galactic Senate. Back (Sanity And Compassion): {While} this side up, once during your control phase may use 3 Force to place up to two random cards from opponent's hand into their Used Pile. Once per turn may take a Political Effect into hand from Reserve Deck; reshuffle. Your senators are destiny +2 (or +3 for any character with an order agenda) when drawn for battle or weapon destiny. May use 2 Force at end of a turn to place all cards on your Political Effects into Used Pile. {Flip} this card if you have less than two senators at Galactic Senate. Plea To The Court Coruscant 06-pleatothecourt Light Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to cancel an opponent's Force drain. If a justice agenda here, during a battle where opponent has a weapon and you do not, may cancel a just drawn weapon destiny to cause a re-draw. Plo Koon Coruscant 06-plokoon Light Character -- Jedi Master 2 R [1-dot] Pow: 5 Abil: 7 Jedi Master 6 5 Warrior, Episode I Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and, once per turn if a weapon or battle destiny was just drawn, may cancel and cause a re-draw. Queen Amidala, Ruler Of Naboo Coruscant 06-queenamidalarulerofnaboo Light Character -- Republic 3 R [1-dot] Pow: 2 Abil: 4 Politics: 2 3 6 Warrior, Episode I Agendas: justice, peace. While in a senate majority, once during your control phase, may retrieve 1 Force for each Naboo site you control. May be placed on your Political Effect instead of a senator. Immune to attrition < 3. Queen Amidala, Ruler Of Naboo (AI) Coruscant 06-queenamidalarulerofnabooai Light Character -- Republic 3 R [1-dot] Pow: 2 Abil: 4 Politics: 2 3 6 Warrior, Episode I Agendas: justice, peace. While in a senate majority, once during your control phase, may retrieve 1 Force for each Naboo site you control. May be placed on your Political Effect instead of a senator. Immune to attrition < 3. Queen's Royal Starship Coruscant 06-queensroyalstarship Light Starship -- Starfighter: J-Type 327 Nubian 2 R [1-dot] Pow: 3 Arm: 5 Hyp:7 4 7 Republic, Nav Computer, Episode I May add 2 pilots and 5 passengers. Weapons may not deploy on this starship. While Ric piloting, draws one battle destiny if unable to otherwise, and immune to Lateral Damage and attrition < 4. Radiant VII Coruscant 06-radiantvii Light Starship -- Starfighter: Corellian Republic Cruiser 1 R [1-dot] Pow: 5 Arm: 4 Hyp: 4 4 7 Republic, Nav Computer, Episode I May add 3 pilots and 3 passengers. Has ship-docking capability. While Madakor or Williams piloting, immune to Lateral Damage and attrition < 5. Rebel Artillery Coruscant 06-rebelartillery Light Interrupt -- Used 7 R [1-dot] During your control phase, if you have a weapon (except a lightsaber, or [Permanent Weapon]) at a battleground you control, opponent loses one Force. OR If you just used a weapon (except a lightsaber, or [Permanent Weapon]) to hit a character or starship, loses one Force. (Immune to Sense.) Republic Cruiser Coruscant 06-republiccruiser Light Starship -- Starfighter: Corellian Republic Cruiser 1 C Pow: 3 Arm: 4 Hyp: 4 3 6 Pilot, Nav Computer, Republic, Episode I May add 1 pilot and 3 passengers. Permanent pilot provides ability of 2. Has ship-docking capability. While at same system as opponent's battleship, opponent's battle destiny draws are each -1 here. Reveal Ourselves To The Jedi Coruscant 06-revealourselvestothejedi Light Interrupt -- Used Or Lost 2 C [1-dot] Episode I Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards there, place this Interrupt in Used Pile. Otherwise USED: place a card revealed in opponent's Used Pile, LOST: all cards opponent has two or more of are lost. (Immune to Sense.) Ric Olie Coruscant 06-ricolie Light Character -- Republic 2 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 6 Pilot, Warrior, Episode I Adds 3 to power of anything he pilots (or adds 4 if Queen's Royal Starship). While piloting Queen's Royal Starship, once during a battle Ric is in, may use X Force to reduce attrition against you by X. Sabe Coruscant 06-sabe Light Character -- Republic 3 R [1-dot] Pow: 1 Abil: 2 2 2 Episode I While at same site as Amidala, Sabe is power +2 and Amidala is immune to attrition. When at a site, during your deploy phase may place Sabe out of play to deploy Amidala to that site (for free) from your Reserve Deck (reshuffle) or Lost Pile. Sache Coruscant 06-sache Light Character -- Republic 3 U [1-dot] Pow: 1 Abil: 2 2 2 Episode I While at same site as Amidala, Sache is power +2 and Amidala is defense value +2. If just lost during a battle, may use 2 Force to take Sache into hand. Secure Route Coruscant 06-secureroute Light Effect 4 U Episode I Deploy on a docking bay you control. No Force drains here. Trample may not target a character at this site. Your Force drains are +2 at adjacent non-docking bay battleground sites. Place Effect in Used Pile if opponent controls this location. Security Control Coruscant 06-securitycontrol Light Effect 4 U [1-dot] Episode I Deploy on table. Your unique ([1-dot]) Republic characters of ability < 4 are forfeit +2. Unless Insurrection on table, once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.) Sei Taria Coruscant 06-seitaria Light Character -- Republic 3 U [1-dot] Pow: 2 Abil: 2 Politics: 3 3 5 Episode I Agendas: peace, taxation. If with Valorum, your Force generation at this location is +1. While in a senate majority, your Force drains are +1 at battleground systems while you control a battleground site. Senator Palpatine Coruscant 06-senatorpalpatine Light Character -- Republic 3 R [1-dot] Pow: 1 Abil: 4 Politics: 4 3 5 Episode I Agendas: ambition, peace, order. While in a senate majority, once per turn, if opponent just drew battle destiny, use 1 Force to add its destiny number to your total power in that battle (you may not cancel that draw). Amidala is politics +1 here. Senator Palpatine (AI) Coruscant 06-senatorpalpatineai Light Character -- Republic 1 R [1-dot] Pow: 1 Abil: 4 Politics: 4 3 5 Episode I Agendas: ambition, peace, order. While in a senate majority, once per turn, if opponent just drew battle destiny, use 1 Force to add its destiny number to your total power in that battle (you may not cancel that draw). Amidala is politics +1 here. Sense [l][e1] Coruscant 06-sense Light Interrupt -- Lost 3 U Episode I If opponent just played an Interrupt (or just initiated a 'react'), target one of your characters on table. Draw destiny. If destiny < ability of target, that Interrupt (or 'react') is canceled. OR Cancel Alter. Speak With The Jedi Council Coruscant 06-speakwiththejedicouncil Light Interrupt -- Used Or Lost 4 R [1-dot] Episode I USED: If the Jedi Council Chamber is not on table, you may deploy it from Reserve Deck; reshuffle. LOST: Deploy one Jedi Council member to the Jedi Council Chamber from Reserve Deck; reshuffle. Stay Here, Where It's Safe Coruscant 06-stayherewhereitssafe Light Interrupt -- Used 4 C [1-dot] Episode I Target your character with a peace or order agenda. Draw destiny. For remainder of turn, target is power +X (or politics +X if at Galactic Senate) and immune to attrition < X, where X = destiny number of the card drawn. (Immune to Sense.) Supreme Chancellor Valorum Coruscant 06-supremechancellorvalorum Light Character -- Republic 3 R [1-dot] Pow: 2 Abil: 4 Politics: 5 4 7 Episode I Agendas: justice, order. While in a senate majority, once per turn may use 1 Force to cancel a battle destiny just drawn at another site where you have a Republic Character. Opponent may use X Force; Valorum is politics -X for remainder of turn. Supreme Chancellor Valorum (AI) Coruscant 06-supremechancellorvalorumai Light Character -- Republic 3 R [1-dot] Pow: 2 Abil: 4 Politics: 5 4 7 Episode I Agendas: justice, order. While in a senate majority, once per turn may use 1 Force to cancel a battle destiny just drawn at another site where you have a Republic Character. Opponent may use X Force; Valorum is politics -X for remainder of turn. Tatooine [l][e1] Coruscant 06-tatooine Light Location -- System 0 U [1-dot] Planet, Parsec: 7, Episode I LIGHT(2): Your movement from here using hyperspeed requires -1 Force. DARK(1): Unless your [Trade Federation] or [Independent] starship here, you may not draw more than one battle destiny here. Tatooine: Marketplace [l] Coruscant 06-tatooinemarketplace Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(1): If you control, once during each of your control phases may use 2 Force to retrieve 1 Force. DARK(1): If you control, once during each of your control phases may use 4 Force to retrieve 1 Force. Tatooine: Mos Espa Docking Bay [l] Coruscant 06-tatooinemosespadockingbay Light Location -- Site 0 C [1-dot] Interior, Exterior, Planet, Episode I LIGHT(1): Your docking bay transit from here requires 1 Force. DARK(1): Your docking bay transit from here requires 2 Force. Tatooine: Watto's Junkyard [l] Coruscant 06-tatooinewattosjunkyard Light Location -- Site 0 C [1-dot] Exterior, Planet, Episode I LIGHT(1): While you occupy, Force generation +2 here. Immune to Revolution. DARK(1): If Watto present, Force drain +1 here and opponent's battle destiny draws here are -2. Tendau Bendon Coruscant 06-tendaubendon Light Character -- Republic 2 U [1-dot] Pow: 3 Abil: 2 Politics: 2 2 4 Episode I Agendas: justice, peace. While in a senate majority, if you have at least one card in hand, once during your control phase may place your hand in Used Pile to draw up to four cards from Reserve Deck. The Gravest Of Circumstances Coruscant 06-thegravestofcircumstances Light Effect -- Political 3 U [1-dot] Episode I Deploy on table. If no senator here, you may place a senator here from hand to add 3 to a battle destiny just drawn. If a taxation agenda here, during your turn may place any one card from hand on Used Pile; opponent must use 1 Force or lose 1 Force. The Hyperdrive Generator's Gone / We'll Need A New One Coruscant 06-thehyperdrivegeneratorsgone Light Objective 0/7 U Episode I Front (The Hyperdrive Generator's Gone): Deploy Watto's Junkyard, City Outskirts, and Credits Will Do Fine. For remainder of game, you may not deploy cards with ability except unique ([1-dot]) aliens, Republic characters and starships, and [Episode I] Jedi. Your Destiny is suspended. While this side up, once per game may take Coruscant and/or Tatooine system into hand from Reserve Deck; reshuffle. You may not deploy any systems. Maul is immune to attrition. {Flip} this card if there are 4 or more cards beneath Credits Will Do Fine. Back (We'll Need A New One): {While} this side up, your unique ([1-dot]) Republic characters are power +1 and forfeit +2. Aliens may not have their deploy cost modified and Imperials deploy +1 to Tatooine sites. Whenever you draw battle destiny, may retrieve 1 Force (Force retrieved in this way may be taken into hand.) While Queen's Royal Starship at a planet system, once during each of opponent's control phases may activate up to 2 Force. Once during each of your control phases, loses 1 Force for each battleground site you occupy with a senator. Thrown Back Coruscant 06-thrownback Light Effect 3 C [1-dot] Episode I Use 3 Force to deploy on table. During your move phase, if opponent has 13 or more cards in hand, you may use 4 Force to place all but 8 (random choice) in Used Pile. Once during any control phase, you may place up to three cards from hand in Used Pile. Vote Now! [l] Coruscant 06-votenow Light Interrupt -- Used 5 R [1-dot] Episode I During your control phase, draw destiny. If destiny > 2, draw up to X cards (maximum 4) from Reserve Deck, where X = your total politics at Galactic Senate minus opponent's total politics at Galactic Senate. We're Leaving Coruscant 06-wereleaving Light Effect 2 C [1-dot] Episode I Use 3 Force to deploy on table. During the damage segment of a battle your opponent initiated, if you have no cards left that can be forfeited, you may place this Effect out of play to cancel all remaining battle damage. (Immune to Alter.) We Wish To Board At Once Coruscant 06-wewishtoboardatonce Light Interrupt -- Used 5 R [1-dot] Episode I Use 3 Force to take one Effect of any kind into hand from your Reserve Deck; reshuffle. OR Take Radiant VII, or one Interrupt with the word 'Podracer(s)' in its game text, into hand from Reserve Deck; reshuffle. Yane Coruscant 06-yane Light Character -- Republic 3 U [1-dot] Pow: 1 Abil: 2 2 2 Episode I While at a Theed Palace site or same site as Amidala, opponent's Republic characters are deploy +1 here and Yane is forfeit +3. If just lost during a battle, may use 2 Force to place Yane in Used Pile. Yarua Coruscant 06-yarua Light Character -- Republic 2 U [1-dot] Pow: 5 Abil: 2 Politics: 2 3 4 Episode I Agendas: justice, taxation. While in a senate majority, retrieve 1 Force when you initiate a Force drain at a battleground system. Once per turn, may use 1 Force to target a senator present with a wealth agenda. Target is politics -2 this turn. Yoda, Senior Council Member Coruscant 06-yodaseniorcouncilmember Light Character -- Jedi Master 1 R [1-dot] Pow: 3 Abil: 7 Jedi Master 4 7 Episode I Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, you lose no Force from Dagobah: Cave and, during your move phase, may use 4 Force to relocate your other Jedi here to any site you occupy. Immune to attrition. Yoda, Senior Council Member (AI) Coruscant 06-yodaseniorcouncilmemberai Light Character -- Jedi Master 1 R [1-dot] Pow: 3 Abil: 7 Jedi Master 4 7 Episode I Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, you lose no Force from Dagobah: Cave and, during your move phase, may use 4 Force to relocate your other Jedi here to any site you occupy. Immune to attrition. Your Insight Serves You Well & Staging Areas Coruscant 06-yourinsightservesyouwell&stagingareas Light Effect 5 R [1-dot] Deploy on table. Your Force generation is +1 at each docking bay you occupy. Opponent's Dark Jedi are defense value -1. Scanning Crew and 3,720 to 1 are canceled. You may place Effect in Lost Pile to take one [Endor set] or [Death Star II set] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.) You've Got A Lot Of Guts Coming Here Coruscant 06-youvegotalotofgutscominghere Light Effect 3 R [1-dot] Deploy on table. Unique [1-dot] Rebels of ability = 3 are power and forfeit +1 (or power and forfeit +2 if at a Cloud City or Jabba's Palace site). While Han at a battleground, opponent retrieves no Force from Scum And Villainy. (Immune to Alter.) 3,720 To 1 Dagobah 07-3720to1 Dark Effect 3 C [1-dot] Insert in opponent's Reserve Deck. When Effect reaches top it is lost and up to the three lowest destiny numbers of each player's characters on table are totaled. Player with lower total loses Force equal to the difference. (Immune to Alter.) 4-LOM Dagobah 07-4lom Dark Character -- Droid 1 R [1-dot] Pow: 2 Arm: 3 Protocol Droid 2 3 Warrior Total power at same site is +1 for each of your alien/droid pairs present. Once during each battle, if present with Zuckuss, may use 1 Force to search any Used Pile and move 1 character there to the Lost Pile. May initiate battle and be battled. 4-LOM's Concussion Rifle Dagobah 07-4lomsconcussionrifle Dark Weapon -- Character 2 R [1-dot] Use 4 Force to deploy on your warrior, free on 4-LOM. May target a character or creature for free at same site or exterior site up to 2 sites away. Draw destiny. Add 1 if Blaster Scope attached. If total destiny - distance to target > defense value, target hit. A Dangerous Time Dagobah 07-adangeroustime Dark Interrupt -- Used or Lost 3 C [1-dot] USED: Examine the cards in opponent's Force Pile. Reorder however you wish and replace. LOST: Search your Reserve Deck and take one Dark Forces into hand. Shuffle, cut and replace. Anoat [d] Dagobah 07-anoat Dark Location -- System 0 U [1-dot] Planet, Parsec: 5 DARK(2): If opponent initiates a battle here, your starships may move as a 'react' to or from nearest related asteroid sector. LIGHT(1): If you control, all opponent's Ugnaughts on table are forfeit -1. Apology Accepted Dagobah 07-apologyaccepted Dark Interrupt -- Used 6 C [1-dot] At the end of any battle phase, lose one of your Imperials of ability < 6 who survived a battle you lost this turn. Activate Force up to either that character's forfeit value or the amount of your battle damage in that battle. Asteroid Field [d] Dagobah 07-asteroidfield Dark Location -- Sector 0 C [3Diamond] Space DARK(1): 'Asteroid Rules' in effect here. If you control, may cancel Force drain at related system. LIGHT(1): 'Asteroid Rules' in effect here. Avenger Dagobah 07-avenger Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 8 Arm: 6 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles, and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Subtract 2 from asteroid destiny draws targeting Avenger. Awwww, Cannot Get Your Ship Out Dagobah 07-awwwwcannotgetyourshipout Dark Effect 4 C Deploy on a landed starship (not at a docking bay). Starship may not move. OR Deploy on a starship or vehicle on Dagobah. Starship or vehicle may not move. At the start of you next control phase, starship or vehicle 'sinks' to the Used Pile. Bad Feeling Have I Dagobah 07-badfeelinghavei Dark Effect 3 R [1-dot] Deploy on opponent's side of table. Luke, Leia, Han, Chewie, Lando, Yoda, and Obi-Wan are deploy +2. Also, opponent may not play any cards with the words 'bad feeling' in the title. Big One [d] Dagobah 07-bigone Dark Location -- Sector 0 U [Diamond] Space DARK(1): 'Asteroid Rules' in effect here. If you control, Force drain +1 here for each Asteroid Field at same system. LIGHT(0): 'Asteroid Rules' in effect here. Big One: Asteroid Cave or Space Slug Belly [d] Dagobah 07-bigoneasteroidcaveorspaceslugbelly Dark Location -- Site 0 U [Diamond] Interior, Exterior, Cave, Planet DARK(1): 'Cave Rules' in effect here. If you control, may cancel Force drains at system related to Big One. LIGHT(1): 'Cave Rules' in effect here. Bog-wing [d] Dagobah 07-bogwing Dark Creature -- Avian 5 C Fer: * Flight: 2 2 0 Selective Creature * Ferocity = destiny -1. Habitat: exterior sites on Dagobah. Attacks a character by grabbing and carrying it as far as possible (up to two sites away). Bombing Run Dagobah 07-bombingrun Dark Effect -- Mobile 6 R [Diamond] Deploy on a non-interior planet site (except Dagobah). May move to an adjacent non-interior site at start of your move phase. Your bombers at a related system you control may move to this site. Bombers must return to system at end of your battle phase (if possible). Bossk Dagobah 07-bossk Dark Character -- Alien 1 R [1-dot] Pow: 4 Abil: 2 4 3 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Hound's Tooth, draws one battle destiny if not able to otherwise. Adds 1 to attrition against opponent in battles at same site. May reduce Chewie's forfeit to zero while present. Bossk's Mortar Gun Dagobah 07-bossksmortargun Dark Weapon -- Character 1 R [1-dot] Use 2 Force to deploy on Bossk, 4 on any other warrior. May fire using 2 Force. Draw destiny. If destiny > 0, one card with that destiny number at same site is lost (your choice). If destiny = 0, mortar gun explodes and warrior firing it is lost. Broken Concentration Dagobah 07-brokenconcentration Dark Effect 3 R [1-dot] Deploy on your side of table. Apprentices subtract X from training destiny, where X = ability - Jedi Test number (minimum zero). Also, once per turn, you may use 2 Force to move the top card of opponent's Force Pile to the top of opponent's Reserve Deck. Captain Needa Dagobah 07-captainneeda Dark Character -- Imperial 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 5 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Avenger, that starship is also immune to attrition < 4. You may re-target applicable Utinni Effects to Needa. If in a battle where you choose to forfeit characters, you must forfeit Needa first. Close Call Dagobah 07-closecall Dark Interrupt -- Used or Lost 2 C [1-dot] USED: Cancel one asteroid destiny and cause it to be drawn again. LOST: Lose 1 Force. Opponent must reveal the top card of Reserve Deck, Force Pile and Used Pile. Card(s) with lowest destiny number greater than zero are lost. Commander Brandei Dagobah 07-commanderbrandei Dark Character -- Imperial 2 U [1-dot] Pow: 1 Abil: 3 Force-Attuned 3 3 Pilot Adds 2 to power of anything he pilots. Once during each of your control phases, when aboard a Star Destroyer or at any docking bay, may use 1 Force to take one TIE into hand from Reserve Deck; reshuffle. Commander Gherant Dagobah 07-commandergherant Dark Character -- Imperial 2 U [1-dot] Pow: 3 Abil: 2 3 4 Warrior If aboard Executor (even at an Executor site), once during each of your deploy phases, may use 2 Force to search your Reserve Deck and take any one Executor site into hand. Shuffle, cut and replace. Commander Nemet Dagobah 07-commandernemet Dark Character -- Imperial 2 U [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 1 to power and maneuver of anything he pilots. Opponent may not 'react' to or from same location. Comm Chief Dagobah 07-commchief Dark Character -- Imperial 2 C [3-dot] Pow: 1 Abil: 2 3 3 Pilot Adds 2 to power of any starship he pilots. When piloting a starship or combat vehicle, that starship or vehicle moves for free. Control [d] Dagobah 07-control Dark Interrupt -- Lost 2 U Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect or Force drain. Corporal Derdram Dagobah 07-corporalderdram Dark Character -- Imperial 2 U [1-dot] Pow: 3 Abil: 1 3 3 Warrior Power +1 when at any Executor site. While at Detention Block Corridor, cancels game text of Detention Block Control Room. May use 1 Force to search your Reserve Deck and take one IT-O or Hypo into hand. Shuffle, cut and replace. Corporal Vandolay Dagobah 07-corporalvandolay Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior May use 1 Force to search your Reserve Deck and take one Spice Mines Of Kessel or Detention Block Corridor into hand. Shuffle, cut and replace. While at a mobile site, We Have A Prisoner is a Used Interrupt. Corrosive Damage Dagobah 07-corrosivedamage Dark Effect 3 R [Diamond] The interior or a space slug's maw is mildly acidic. Long-term exposure to this corrosive environment can cause considerable damage. Deploy on space slug belly. At the end of each player's turn, for every character and starship that player has present, that player must lose 1 Force. Effect canceled if space slug lost. Dagobah: Cave Dagobah 07-dagobahcave Dark Location -- Site 0 R [1-dot] Interior, Underground, Planet DARK(2): If opponent has presence here, your Force Icons are canceled. LIGHT(0): Lose 1 Force during each of your control phases if Yoda on table but not on Dagobah. Defensive Fire Dagobah 07-defensivefire Dark Interrupt -- Used 3 C [1-dot] Cancel Rogue Asteroid, OR Randomly select one card from opponent's hand and place it, unseen, in Used Pile. Dengar Dagobah 07-dengar Dark Character -- Alien 1 R [1-dot] Pow: 2 Abil: 2 4 3 Pilot, Warrior Adds 2 to power of anything he pilots. Power +1 for each opponent's character present. May reduce Han's forfeit to zero while present. Dengar's Blaster Carbine Dagobah 07-dengarsblastercarbine Dark Weapon -- Character 2 R [1-dot] Use 1 Force to deploy on Dengar, 3 on your other warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. If hit by Dengar, target's forfeit = 0. Dragonsnake Dagobah 07-dragonsnake Dark Creature -- Swamp 3 R Fer: * Hump: 3 3 0 * Ferocity = 3 + destiny. Habitat: swamps, jungles and Dark Waters. May attack droids. Defeated droids are relocated to an adjacent exterior site (opponent of victim chooses). Executor Dagobah 07-executor Dark Starship -- Capital: Super-Class Star Destroyer 1 R [1-dot] Pow: 12 Arm: 12 Hyp: 2 15 15 Pilot x3, Nav Computer, Scomp Link May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots aboard provide total ability of 3. Immune to attrition < 12. Executor: Comm Station Dagobah 07-executorcommstation Dark Location -- Site 0 U [1-dot] Interior, Mobile, Starship Site, Scomp Link DARK(1): If you occupy with Tarkin, Piett or any admiral, your starships may 'react' to same system. LIGHT(0): If you control, your starships may 'react' from same system as Executor. Executor: Control Station Dagobah 07-executorcontrolstation Dark Location -- Site 0 U [1-dot] Interior, Mobile, Starship Site, Scomp Link DARK(1): If an Imperial leader here, Executor is power +1 for each Executor site on table. LIGHT(0): If you control, only you may move Executor during opponent's move phase. Executor: Holotheatre Dagobah 07-executorholotheatre Dark Location -- Site 0 R [1-dot] Interior, Mobile, Starship Site, Scomp Link DARK(1): If you have Vader or Emperor on table, your Force generation is +1 here (+2 if both). LIGHT(0): If you control, Force drain +1 here. Executor: Main Corridor Dagobah 07-executormaincorridor Dark Location -- Site 0 C [1-dot] Interior, Mobile, Starship Site, Scomp Link DARK(1): During your move phase, you may move free between here and Executor or any Executor site. LIGHT(0): If you control, opponent's Main Corridor game text is canceled. Executor: Meditation Chamber Dagobah 07-executormeditationchamber Dark Location -- Site 0 R [1-dot] Interior, Mobile, Starship Site, Scomp Link DARK(2): If Vader alone here, once per turn, may apply his ability to draw battle destiny at any system. LIGHT(0): If you occupy, opponent's Meditation Chamber game text is canceled. Failure At The Cave Dagobah 07-failureatthecave Dark Effect -- Utinni 4 R [1-dot] Deploy on Dagobah: Cave. Target an apprentice on Dagobah. All Jedi Test game text is suspended. If target present during any battle phase, opponent draws destiny. If destiny < 4, you retrieve 2 Force (also, if destiny = 0, target is lost). Otherwise, Utinni Effect canceled. Fear Dagobah 07-fear Dark Interrupt -- Lost 2 C [1-dot] Opponent must choose to lose either 2 Force from hand or 1 Force from top of Reserve Deck. Field Promotion Dagobah 07-fieldpromotion Dark Effect 4 R Deploy on an Imperial of ability < 5 present with Vader, Emperor or one of your admirals, generals, or moffs. Imperial gains {leader} skill, is power +1, and is immune to Demotion, Report to Lord Vader, and What is Thy Bidding, My Master? (Immune to Alter.) Flagship Dagobah 07-flagship Dark Effect 3 R [1-dot] Use 2 Force to deploy on your Star Destroyer. Your other starships may move as a 'react' to same system or sector (for free). If starship lost, you lose X Force, where X = starship's armor. (Immune to your Alter.) Frustration Dagobah 07-frustration Dark Interrupt -- Lost 3 R [1-dot] During your control phase, peek at opponent's hand and target one non-Interrupt card you find there that has a deploy cost < total number of [Light Side Force] icons on table. Opponent must deploy target by the end of your next turn, or it is lost (if still in hand). He Is Not Ready Dagobah 07-heisnotready Dark Effect 4 C Deploy on any character. Subtracts 2 from that character's training destiny draws. OR Deploy on an opponent's pilot at a site. During each of opponent's move phases, opponent must choose to move that character, lose that character or lose 1 Force. HoloNet Transmission Dagobah 07-holonettransmission Dark Interrupt -- Used or Lost 3 U [2-dot] USED: Cancel Transmission Terminated. LOST: Take one Imperial or Visage Of The Emperor into hand from Used Pile; reshuffle. Hound's Tooth Dagobah 07-houndstooth Dark Starship -- Capital: Modified Corellian Freighter 2 R [1-dot] Pow: 5 Arm: 4 Hyp: 4 6 4 Nav Computer, Independent, Scomp Link May add 1 pilot (must be smuggler or bounty hunter), 6 passengers and 1 vehicle. Immune to attrition < 4 if Bossk piloting. Deploys and moves like a starfighter. Has ship-docking capability. IG-2000 Dagobah 07-ig2000 Dark Starship -- Starfighter: Trilon Aggressor 4 R [1-dot] Pow: 3 Man: 3 Hyp: 3 4 3 Nav Computer, Independent, Scomp Link May add 1 pilot (must be a smuggler or bounty hunter) and 2 passengers. Maneuver +3 and immune to attrition < 3 if IG-88 piloting. Ion Cannon may deploy aboard. IG-88 Dagobah 07-ig88 Dark Character -- Droid 1 R [1-dot] Pow: 4 Arm: 5 Assassin Droid 5 3 Pilot, Warrior x2 Adds 2 to power of anything he pilots. May 'assassinate' any character at same site hit by IG-88 (victim is immediately lost). May use two different weapons. May initiate battle and be battled. Immune to Restraining Bolt and purchase. IG-88's Neural Inhibitor Dagobah 07-ig88sneuralinhibitor Dark Weapon -- Character 1 R [1-dot] Deploy on IG-88, or use 2 Force on any other bounty hunter. May target a non-droid character using 3 Force. Draw destiny. If destiny +1 > ability, until end of your next turn character is power, forfeit and landspeed = 0. IG-88's Pulse Cannon Dagobah 07-ig88spulsecannon Dark Weapon -- Character 1 R [1-dot] Use 1 Force to deploy on IG-88, 4 on your other warrior. Adds 2 to power. May target X non-droid characters or creatures using X Force. Draw destiny for each. If destiny = 0, character is power -1 and forfeit -1 until end of turn. If destiny -1 > defense value, target hit. Imbalance Dagobah 07-imbalance Dark Interrupt -- Used 4 U [1-dot] If opponent just retrieved Force, opponent must lose X Force, where X = one-half the number of cards retrieved (round up). Imperial Helmsman Dagobah 07-imperialhelmsman Dark Character -- Imperial 3 C [3-dot] Pow: 2 Abil: 1 3 2 Pilot Adds 2 to power of anything he pilots. When piloting a Star Destroyer, also draws one battle destiny if not able to otherwise. I Want That Ship Dagobah 07-iwantthatship Dark Effect 4 R [1-dot] Deploy on one opponent's unique ([1-dot]) starship at a location you do not occupy. When starship is targeted by any tractor beam or ion cannon, subtract 2 from maneuver. If starship is captured or lost, lose Effect and opponent must lose 3 Force (5 if Falcon). Knowledge And Defense Dagobah 07-knowledgeanddefense Dark Effect 4 C [1-dot] Insert in opponent's Reserve Deck. When Effect reaches top it is lost, but opponent may not initiate any battles for remainder of turn. (Immune to Alter.) Lando System? Dagobah 07-landosystem Dark Interrupt -- Lost 4 R During your control phase, use 1 Force to move any one of your [Dagobah set] characters of ability > 1 to any [Cloud City set] location where you have presence. If moving to a Cloud City site, this movement is free and you do not need presence. Lieutenant Commander Ardan Dagobah 07-lieutenantcommanderardan Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 3 Warrior If at a site, draws one battle destiny if not able to otherwise. Immune to attrition < X, where X = the number of opponent's aliens present. Lieutenant Suba Dagobah 07-lieutenantsuba Dark Character -- Imperial 2 R [1-dot] Pow: 3 Abil: 2 3 4 Warrior While at a Death Star or Executor site, your troopers deploy free there and are power and forfeit +1 there, and you may use 1 Force to search your Reserve Deck and take one Tactical Support into hand. Shuffle, cut and replace. Lieutenant Venka Dagobah 07-lieutenantvenka Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior Power +2 when at an Executor site or same site as Tarkin or Chief Bast, or if the Death Star has been 'blown away.' Fear Will Keep Them In Line is destiny +2 and, when it adds 1 to your power, also adds 1 to attrition against opponent. Location, Location, Location Dagobah 07-locationlocationlocation Dark Effect 2 R [1-dot] Deploy on table. During each player's deploy phase, that player must choose to either deploy a location or lose 1 Force. Effect canceled if any player deploys three or more locations in a single turn. Lost In Space Dagobah 07-lostinspace Dark Effect -- Immediate 4 R If a pilot was just lost from a system or sector, deploy on that location and stack pilot here. Pilot may be rescued or captured by any capital starship present here during any move phase, and may be targeted by weapons (except during battle) as if present (treat as a starfighter with defense value = 0). Lost if no pilot here. Mist Hunter Dagobah 07-misthunter Dark Starship -- Starfighter: G-1A Transport 4 R [1-dot] Pow: 2 Man: 3 Hyp: 5 4 3 Nav Computer, Independent, Scomp Link May add 2 pilots(one must be a smuggler or bounty hunter) and 3 passengers. immune to attrition < 3 if Zuckuss is piloting. Has ship docking capability. Much Anger In Him Dagobah 07-muchangerinhim Dark Effect 3 R [1-dot] Deploy on a Rebel. At the end of each opponent's battle phases, if you have presence at the location where that Rebel has presences and a battle did not take place there, opponent loses 4 Force. Mynock [d] Dagobah 07-mynock Dark Creature -- Space 3 C Fer: 2 Swarm: 3 3 0 Selective Creature Habitat: unrestricted. May move like a starfighter. If starfighter present, instead of attacking, randomly attaches to cumulatively reduce power and hyperspeed by 2 (detaches only when both < 1). Precision Targeting Dagobah 07-precisiontargeting Dark Effect 3 U [1-dot] Use 3 Force to deploy on table. Any card which is 'hit' may not be used to satisfy attrition. (Immune to Alter.) Proton Bombs Dagobah 07-protonbombs Dark Weapon -- Starship 1 U Deploy on a bomber: When present during a Force drain, may target a related interior site. Draw destiny. Site 'collapsed' if destiny > 4. OR May fire in a Bombing Run battle. Draw destiny. All characters, starships and vehicles with that destiny number at same site are lost. Punishing One Dagobah 07-punishingone Dark Starship -- Starfighter: Corellian Jm 5000 3 R [1-dot] Pow: 2 Man: 5 Hyp: 3 3 3 Nav Computer, Independent, Scomp Link May add 1 pilot (must be a smuggler or bounty hunter) and 1 passenger. Immune to attrition < 3 if Dengar piloting. Deploy -3 when deploying with Dengar. Boosted TIE Cannon may deploy aboard. Raithal [d] Dagobah 07-raithal Dark Location -- System 0 U [1-dot] Planet, Parsec: 3 DARK(2): All your troopers are destiny +1 (+2 if you control). Tactical support is used interrupt. LIGHT(1): If you occupy, opponent's Raithal game text is canceled. Res Luk Ra'auf Dagobah 07-reslukraauf Dark Interrupt -- Lost 4 R [1-dot] If any bounty hunter is defending a battle alone, add one battle destiny. OR If Bossk, Greedo or Boba Fett is defending a battle alone, add two battle destiny. Rogue Asteroid [d] Dagobah 07-rogueasteroid Dark Effect -- Mobile 4 C [Diamond] Deploy on an asteroid sector and specify starting direction. Every move phase, moves to next adjacent asteroid sector (reversing direction as necessary). Where present, adds 2 to asteroid destiny. May be targeted by starship weapons (armor = 3). Shot In The Dark Dagobah 07-shotinthedark Dark Effect 4 U [1-dot] Deploy on your side of table. Once per turn, you may lose 1 Force to draw the top card of your Reserve Deck into your hand. If that card is a space creature, you may immediately deploy it for free. Shut Him Up Or Shut Him Down Dagobah 07-shuthimuporshuthimdown Dark Interrupt -- Used 6 U [1-dot] Cancel Death Star Plans, The Professor, Bacta Tank, How Did We Get Into This Mess?, Shoo! Shoo! or Thank The Maker. Sleen Dagobah 07-sleen Dark Creature -- Swamp 2 C Fer: * Claws: 2 2 0 Selective Creature * Ferocity = destiny -3. Habitat: planet sites (except Hoth and Tatooine) and Dark Waters. Cumulatively absorbs (temporarily cancels) one [Light Side Force] icon present. Something Hit Us! Dagobah 07-somethinghitus Dark Interrupt -- Used 3 C During a battle, lose 1 Force. Cumulatively adds 1 to attrition against opponent. Space Slug [d] Dagobah 07-spaceslug Dark Creature -- Space 4 U [Diamond] Fer: * Hide: 3 2 0 * Ferocity = two destiny. Habitat: Big One (Asteroid Cave is now Belly). Will attack starfighters (defeated cards are eaten or relocated to Belly, your choice). Once per turn, may open or close mouth. Star Destroyer: Launch Bay Dagobah 07-stardestroyerlaunchbay Dark Location -- Site 0 C [3-dot] Interior, Exterior, Mobile, Starship Site, Scomp Link DARK(1): Your TIEs deploy -2 here. You may shuttle, transfer, embark and disembark here for free. LIGHT(0): Starships captured by Star Destroyer go here and may be Besieged. Immune to Revolution. Sudden Impact Dagobah 07-suddenimpact Dark Effect 3 U Deploy on any Effect or Utinni Effect (except those immune to Alter). During each of owner's draw phases, if you occupy an asteroid sector, owner must choose to either lose 1 Force or voluntarily cancel that Effect or Utinni Effect. (Immune to Alter.) Take Evasive Action Dagobah 07-takeevasiveaction Dark Interrupt -- Lost 4 C [1-dot] Cancel Egregious Pilot Error, Out Of Nowhere, Collision! or Don't Get Cocky. OR Use 1 Force to subtract 3 from all asteroid destiny draws against you for remainder of turn. The Dark Path Dagobah 07-thedarkpath Dark Effect 5 R Deploy on your side of table. Once per turn, you may peek at the top three cards of your Reserve Deck. Place any two of those three in your Lost Pile. There Is No Try [effect] Dagobah 07-thereisnotry Dark Effect 4 C [1-dot] Deploy on table. Sense and Alter are now Lost Interrupts. Also, when any player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. (Immune to Alter.) Those Rebels Won't Escape Us Dagobah 07-thoserebelswontescapeus Dark Interrupt -- Used or Lost 3 C USED: Cancel Nabrun Leids. LOST: During your move phase, cancel Landing Claw. OR Cancel Hyper Escape, Closer?! or one 'react.' TIE Avenger Dagobah 07-tieavenger Dark Starship -- Starfighter: TIE/AD 3 C Pow: 2 Man: 4 Hyp: 2 3 2 Nav Computer Deploy -1 to same system as any Imperial capital starship. May add 1 pilot. Boosted TIE Cannon may deploy aboard. TIE Bomber Dagobah 07-tiebomber Dark Starship -- Starfighter: TIE/SA 0 U Pow: 1 Man: 2 No Hyperdrive 2 2 Pilot Power +2 during a Bombing Run battle. Permanent pilot aboard provides ability of 1. At any time during your turn, may use 1 Force to 'diffuse' (lose or return to hand) any one Orbital Mine present. Uncertain Is The Future Dagobah 07-uncertainisthefuture Dark Interrupt -- Lost 3 C Use 3 Force. Each player counts cards in hand, then places entire hand and Used Pile onto Reserve Deck. Shuffle, cut and replace. Each player then draws from Reserve Deck the counted number of cards to create a new hand. Unexpected Interruption Dagobah 07-unexpectedinterruption Dark Interrupt -- Lost 2 R [1-dot] Use 2 Force to search your Reserve Deck and take one Interrupt into hand. Shuffle, cut and replace. Vine Snake [d] Dagobah 07-vinesnake Dark Creature -- Ophidian 3 C Fer: 0 Slither: 3 2 0 Selective Creature Habitat: planet sites (except Hoth). Attacks a character by attaching. X starts at 0. Every move phase, draw destiny; each time destiny > ability, add 1 to X. Character is power -X (eaten if power = 0). Visage Of The Emperor Dagobah 07-visageoftheemperor Dark Effect 7 R [1-dot] Lose 2 Force to deploy on Executor: Holotheatre or Death Star: Conference Room. At the end of each player's turn, each player must lost 1 Force. Effect canceled if opponent controls this site. (Immune to Alter.) Voyeur Dagobah 07-voyeur Dark Interrupt -- Used or Lost 3 C [2-dot] Name an Interrupt card. Opponent must reveal entire Used Pile, without shuffling. Then you choose: USED: Opponent must lose 1 Force for each copy of that Interrupt found there. LOST: Each copy of that interrupt found there is lost. Warrant Officer M'Kae Dagobah 07-warrantofficermkae Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. May use 1 Force to take one tractor beam, Our First Catch Of The Day or Besieged into hand from Reserve Deck; reshuffle. Zuckuss Dagobah 07-zuckuss Dark Character -- Alien 1 R [1-dot] Pow: 2 Abil: 4 Force-Sensitive 4 3 Pilot, Warrior Adds 2 to power of anything he pilots. May move for free as a 'react.' Once during each battle, may use 1 Force to cause one alien of ability < 3 at same site to be forfeit = 0 for remainder of turn. Immune to attrition < 3. Zuckuss' Snare Rifle Dagobah 07-zuckusssnarerifle Dark Weapon -- Character 1 R [1-dot] Deploy on Zuckuss, or use 1 Force to deploy on any other bounty hunter. May target a character or creature using 2 Force. Draw destiny. Character captured if destiny -1 > defense value. Creature lost if destiny +1 > defense value. A Jedi's Strength Dagobah 08-ajedisstrength Light Jedi Test 2 2 U {Deploy} on an unoccupied Dagobah site. At the beginning of each of your move phases, opponent may relocate this Jedi Test to an adjacent site. {Target} a mentor on Dagobah and an apprentice who has completed Jedi Test 1. Apprentice may move only by using personal landspeed. {Attempt} when apprentice is present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 13, test completed: {Place} on apprentice. Apprentice is power +1 and may move normally. Total ability of 6 or move is required for opponent to draw battle destiny. Anger, Fear, Aggression Dagobah 08-angerfearaggression Light Effect 4 C [1-dot] Insert in opponent's Reserve Deck. When Effect reaches top it is lost, but opponent must initiate a battle by the end of opponent's next battle phase or lose 4 Force. (Immune to Alter) Anoat [l] Dagobah 08-anoat Light Location -- System 0 U [1-dot] Planet, Parsec: 5 LIGHT(2): If opponent initiates a battle here, your starships may move as a 'react' to or from nearest related asteroid sector. DARK(1): Your Ugnaughts deploy free aboard starships here. If you control, all your Ugnaughts on table are forfeit +2. Asteroid Field [l] Dagobah 08-asteroidfield Light Location -- Sector 0 C [3Diamond] Space LIGHT(1): 'Asteroid Rules' in effect here. If you control, may cancel Force drain at related system. DARK(1): 'Asteroid Rules' in effect here. Asteroid Sanctuary Dagobah 08-asteroidsanctuary Light Effect 3 C [Diamond] Deploy on any asteroid sector you control. During each of your control phases, opponent loses X Force, where X = total number of asteroid sectors at same system that are not occupied by opponent. Effect canceled if opponent controls this location. Asteroids Do Not Concern Me Dagobah 08-asteroidsdonotconcernme Light Effect -- Utinni 4 R [1-dot] Deploy on any asteroid sector. Target one opponent's capital starship. Pilots aboard target may not use ability to draw battle destiny. Subtract 4 from asteroid destiny when targeting that starship. Utinni Effect canceled when reached by target. Astromech Translator Dagobah 08-astromechtranslator Light Device 3 C Deploy on any starfighter. While an Nav Computer character is aboard: If not piloted, starfighter may move and may use power, maneuver and hyperspeed. OR if piloted, starfighter is immune to attrition < 3 (< 6 if matching pilot aboard). At Peace Dagobah 08-atpeace Light Effect -- Immediate 3 R [1-dot] Deploy on any apprentice at the beginning of your turn. Apprentice 'rests' (may not attempt Jedi Tests) until end of your next turn, then relocate Immediate Effect to Jedi Test. When attempting this test, that apprentice adds 3 to training destiny. (Immune to Control.) Away Put Your Weapon Dagobah 08-awayputyourweapon Light Interrupt -- Used Or Lost 5 U [1-dot] USED: If a lightsaber was just used to enhance a Force drain, place it in Owner's Used Pile. LOST: Place any or all of your devices and character weapons on table in your Used Pile. Big One [l] Dagobah 08-bigone Light Location -- Sector 0 U [Diamond] Space LIGHT(1): 'Asteroid Rules' in effect here. If you control, Force drain +1 here for each Asteroid Field at same system. DARK(1): 'Asteroid Rules' in effect here. If you control, Force drain +1 here. Big One: Asteroid Cave Or Space Slug Belly [l] Dagobah 08-bigoneasteroidcaveorspaceslugbelly Light Location -- Site 0 U [Diamond] Interior, Exterior, Cave, Planet LIGHT(1): 'Cave Rules' in effect here. If you control, may cancel Force drains at system Related to Big One. DARK(1): 'Cave Rules' in effect here. Blasted Varmints Dagobah 08-blastedvarmints Light Interrupt -- Used 5 C [1-dot] Use 1 Force to cause all Mynocks or Vine Snakes to detach from one starfighter or character. OR Cause one Mynock attached to any starfighter to be lost. OR After creature has selected a target character, cancel that selection and select again. Bog-wing [l] Dagobah 08-bogwing Light Creature -- Avian 5 C Fer: * Flight: 2 2 0 Selective Creature * Ferocity = destiny -1. Habitat: exterior sites on Dagobah. Attacks a character by grabbing and carrying it as far as possible (up to two sites away). Closer?! Dagobah 08-closer Light Interrupt -- Used 6 U [1-dot] During your move phase, use 1 Force to relocate one of your starships from a planet system to any related asteroid sector (or vice versa). This movement is free if a smuggler is on board. OR Cancel Rogue Asteroid or Close Call. Control [l] Dagobah 08-control Light Interrupt -- Lost 2 U Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect or Force drain. Dagobah [l] Dagobah 08-dagobah Light Location -- System 0 U [1-dot] Planet, Parsec: 9 LIGHT(2): During your deploy phase, you may deploy one Dagobah site directly from Reserve Deck. Shuffle, cut and replace. DARK(2): Neither player may Force drain here. Dagobah: Bog Clearing Dagobah 08-dagobahbogclearing Light Location -- Site 0 R [1-dot] Exterior, Planet LIGHT(1): Your starfighters may deploy here and immune to Awwww, Cannot Get Your Ship Out here. DARK(0): If you occupy, Force generation +1 for you here. Dagobah: Jungle Dagobah 08-dagobahjungle Light Location -- Site 0 U [1-dot] Exterior, Planet LIGHT(1): No starships or vehicles here. Your creatures are deploy -2 here. DARK(0): No starships or vehicles here. If you occupy, Force generation +1 for you here. Dagobah: Swamp Dagobah 08-dagobahswamp Light Location -- Site 0 U [1-dot] Exterior, Planet LIGHT(1): At end of your turn, your starships and vehicles here 'sink' to Used Pile. DARK(0): At end of your turn, your starships and vehicles here 'sink' to bottom of Lost Pile. Dagobah: Training Area Dagobah 08-dagobahtrainingarea Light Location -- Site 0 C [1-dot] Exterior, Planet LIGHT(1): Once per turn, may search Reserve Deck. Take one Jedi Test into hand. Reshuffle deck. DARK(1): You may use 1 Force to cancel any Force drain here. Dagobah: Yoda's Hut Dagobah 08-dagobahyodashut Light Location -- Site 0 R [1-dot] Exterior, Planet LIGHT(2): If Yoda here, once per turn, may subtract 2 from attrition against you at another location. DARK(0): If you occupy, opponent's Yoda's Hut game text is canceled. Descent Into The Dark Dagobah 08-descentintothedark Light Effect -- Immediate 3 R [1-dot] During your turn, if either player just placed a card in a Used Pile, deploy on table. All Used Piles are immediately recirculated. When any player places one or more cards in a Used Pile, Immediate Effect cancelled. Domain Of Evil Dagobah 08-domainofevil Light Jedi Test 3 3 C {Deploy} on Dagobah: Jungle or Dagobah: Cave. {Target} a mentor on Dagobah and an apprentice who has completed Jedi Test 2. {Attempt} when apprentice is present at the end of your turn and none of your cards participated in battles, Force drains or Jedi Tests during that turn. Draw training destiny. If destiny + apprentice's ability > 14, test completed. {Place} on apprentice. You may subtract 1 from each of opponent's destiny draws. Do, Or Do Not [effect] Dagobah 08-doordonot Light Effect 4 C Deploy on table. Sense and Alter are now Lost Interrupts. Also, when and player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. (Immune to Alter.) Droid Sensorscope Dagobah 08-droidsensorscope Light Device 4 U Deploy on one of your R-unit droids. During any control phase, you may use 1 Force to peek at the top card of opponent's Reserve Deck. Also, if on Dagobah, droid may move for free. Effective Repairs Dagobah 08-effectiverepairs Light Interrupt -- Used Or Lost 4 R USED: Cancel Limited Resources. LOST: Use 3 Force to retrieve into hand one Effect of any kind. Egregious Pilot Error Dagobah 08-egregiouspiloterror Light Interrupt -- Lost 4 R [1-dot] During opponent's control phase, if opponent has two or more capital starships at a system or sector together, draw destiny. If destiny -1 < number of those starships, they may not move or participate in battle until end of your next turn. Encampment Dagobah 08-encampment Light Effect 3 C [Diamond] Use 2 Force to deploy on any exterior planet site where you have a Rebel or alien. You may deploy characters at this site, even without presence, regardless of location deployment restrictions. Flash Of Insight Dagobah 08-flashofinsight Light Effect 4 U [1-dot] Deploy on your side of table. At any time, you may use 3 Force to draw the top card of your Reserve Deck into your hand. If that card is a space creature, you may immediately deploy it for free. Found Someone You Have Dagobah 08-foundsomeoneyouhave Light Interrupt -- Lost 3 U If you have a character of ability > 4 on table, use 3 Force to find one of your missing characters (your choice). OR During any control phase, examine the top card of your Lost Pile. If that card is a character of ability < 3, take that character into hand. Great Warrior Dagobah 08-greatwarrior Light Jedi Test 1 1 C {Deploy} on a Dagobah site. {Target} a mentor here. Also, target or deploy (regardless of location deployment restrictions) an apprentice here. {Attempt} when targets are present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 12, test completed: {Place} on apprentice. All opponent's Force drain bonuses everywhere are ignored. Mentor: one of your characters of ability > 2. Apprentice: one of your non-droid, non-Jedi characters of lesser ability than mentor. Each time you complete any Jedi Test, you may exchange one card in hand for one Jedi Test in your Lost Pile. Grounded Starfighter Dagobah 08-groundedstarfighter Light Effect 4 U Deploy on a landed starship (not at a docking bay). Starship may not move. OR Deploy on a starship or vehicle on Dagobah. Starship or vehicle may not move. At the start of your next control phase, starship or vehicle 'sinks' to bottom of the Lost Pile. Han's Toolkit Dagobah 08-hanstoolkit Light Device 4 R [1-dot] Use 1 Force to deploy on one of you characters, vehicles or starships (free on Falcon or Han). While aboard a vehicle or starship, you may use 1 Force to cancel any Interrupt or Effect of any kind which targets that vehicle or starship. Hiding In The Garbage Dagobah 08-hidinginthegarbage Light Effect 3 R [1-dot] Use 2 Force to deploy on your side of table. At any time, you may declare a card type. Use Force one by one, revealing each card used, until a card of that type is revealed (take it into hand) or Force Pile is depleted. I Have A Bad Feeling About This Dagobah 08-ihaveabadfeelingaboutthis Light Interrupt -- Lost 3 R Use 3 Force: Retarget an Interrupt or Utinni Effect which specifies a target to another appropriate target on the same side of the Force. OR Relocate any Effect (except those immune to Alter) deployed on a location to another appropriate location. Ineffective Maneuver Dagobah 08-ineffectivemaneuver Light Effect 3 U Deploy on any Effect or Utinni Effect (except those immune to Alter). During each of owner's draw phases, if you occupy an asteroid sector, owner must choose to either lose 1 Force or voluntarily cancel that Effect or Utinni Effect. (Immune to Alter.) It Is The Future You See Dagobah 08-itisthefutureyousee Light Jedi Test 5 5 R {Deploy} on a Dagobah site. {Target} a mentor on Dagobah and an apprentice who has completed Jedi Test 4. {Attempt} when apprentice is present at the beginning of your control phase. Turn apprentice upside down (cannot move and power = 0). At the end of your next turn, turn apprentice right side up (restored): {Place} on apprentice. Immune to attrition < 4. Reveal the top two cards of your Reserve Deck and place one upside down on apprentice. Whenever you are about to draw a card for destiny, you may instead use the upside-down card (which remains on apprentice for re-use). Jedi Levitation Dagobah 08-jedilevitation Light Interrupt -- Lost 4 R Use X Force, where X = (7- ability of your highest ability character on table). Search through your Used Pile and take one card into hand. Shuffle, Cut and replace. Landing Claw Dagobah 08-landingclaw Light Device 2 R [2-dot] Deploy on one of you starfighters. During any control phase, may target one opponent's capital starship present. Starfighter attaches to target (automatically moves with target and is 'concealed'). May detach at any time (even as target begins to move). Levitation Dagobah 08-levitation Light Interrupt -- Used Or Lost 6 U USED: Cancel Silence is Golden or Shut Him Up Or Shut Him Down. LOST: Search your Used Pile and take any one droid, device or Stone Pile you find there into hand. Shuffle, cut and replace. Light Maneuvers Dagobah 08-lightmaneuvers Light Interrupt -- Used 3 R Cancel Dark Maneuvers, Emergency Deployment, Lone Pilot, I Want That Ship, Defensive Fire, Rogue Asteroid or Take Evasive Action. OR Double Special Modifications until end of turn. Lost Relay Dagobah 08-lostrelay Light Interrupt -- Used 5 C Target one opponent's starfighter present with one of your starships at an asteroid sector, before asteroid destiny is drawn this turn. If target lost this turn due to asteroid destiny, opponent also loses Force equal to target's forfeit value. Luke's Backpack Dagobah 08-lukesbackpack Light Device 6 R [1-dot] Deploy on any character. May carry and use any number of devices. May also carry Yoda, Kabe or any one Jawa or Ewok (as if riding a creature vehicle). Adds 1 to training destiny when carrying the Mentor. Moving To Attack Position Dagobah 08-movingtoattackposition Light Interrupt -- Lost 4 C [1-dot] Target one starfighter participating in a battle at a system. For remainder of turn, starfighter may not move, is immune to attrition and, if piloted by any Corellian, is power +2. Mynock [l] Dagobah 08-mynock Light Creature -- Space 3 C Fer: 2 Swarm: 3 3 0 Selective Creature Habitat: unrestricted. May move like a starfighter. If starfighter present, instead of attacking, randomly attaches to cumulatively reduce power and hyperspeed by 2 (detaches only when both < 1). Never Tell Me The Odds Dagobah 08-nevertellmetheodds Light Effect 3 C [1-dot] Insert in opponent's Reserve Deck. When Effect reaches top it is lost and up to the three lowest destiny numbers of each player's characters on table are totaled. Player with lower total loses Force equal to the difference. (Immune to Alter.) No Disintegrations! Dagobah 08-nodisintegrations Light Effect 4 R [1-dot] Use 2 Force to deploy on your side of table. If a Rebel of ability >2 is lost (not captured) during a battle involving an opponent's bounty hunter, opponent loses 3 Force. If Vader on table, one bounty hunter involved in that battle (your choice) is also lost. Nudj Dagobah 08-nudj Light Creature -- Swamp 2 C Fer: * Camouflage: 1 1 0 Selective Creature * Ferocity = destiny -4. Habitat: planet sites (except Hoth and Tatooine) and Dark Waters. Cumulatively absorbs (temporarily cancels) one [Dark Side Force] icon present. Obi-Wan's Apparition Dagobah 08-obiwansapparition Light Effect 6 R [1-dot] Use 4 Force to deploy on any site if opponent is generating at least 3 Force more than you. At that site, adjacent sites and same sites as Obi-Wan, players activate Force only if they have presence. Order To Engage Dagobah 08-ordertoengage Light Effect 4 R [1-dot] Use 2 Force to deploy on opponent's side of table. At the end of each of opponent's battle phases, if a battle did not take place at every location where both players have presence at the end of that phase, opponent loses 3 Force. Polarized Negative Power Coupling Dagobah 08-polarizednegativepowercoupling Light Effect 4 R Deploy on table. Turn every Used Pile face up. All subsequent cards placed in Used Piles are also turned face up. (Players must commit to using cards before revealing them.) Turn used cards face down whenever they are re-circulated. Portable Fusion Generator [l] Dagobah 08-portablefusiongenerator Light Device 3 C Deploy on any warrior. When that warrior fires a blaster rifle or artillery weapon, adds 1 to each of that weapon's destiny draws. Also, may add 1 to power of one droid present. Quick Draw Dagobah 08-quickdraw Light Effect 3 C Deploy on your side of table. Once during each of your draw phases, you may use 2 Force to search your Lost Pile. Take any one blaster you find there and immediately deploy it (for free). Raithal [l] Dagobah 08-raithal Light Location -- System 0 R [1-dot] Planet, Parsec: 3 LIGHT(2): If you control, all opponent's troopers are forfeit and destiny -1. DARK(1): If you control, you may raise your converted Raithal system to the top. Rebel Flight Suit Dagobah 08-rebelflightsuit Light Device 5 C Deploy on your pilot character. While piloting any starfighter, combat vehicle or shuttle vehicle, that character is considered to be the 'matching pilot' (pilot adds at least 2 to maneuver and draws one battle destiny if not able to otherwise). Recoil In Fear Dagobah 08-recoilinfear Light Interrupt -- Lost 3 C Use 3 Force. Each player counts cards in hand, then places entire hand and Used Pile onto Reserve Deck. Shuffle cut and replace. Each player then draws from Reserve Deck the counted number of cards to create a new hand. Reflection Dagobah 08-reflection Light Effect 3 R [1-dot] Deploy on Leia. Once during each of your control phases, you may use 3 Force to retrieve one card from your Lost Pile. Also, when an apprentice, adds 1 to her training destiny. Report To Lord Vader Dagobah 08-reporttolordvader Light Effect -- Utinni 4 R [1-dot] If you just won a battle, deploy on Vader. Target an Imperial involved in that battle. Vader and target are power and forfeit -4. When target reaches Vader, lose Utinni Effect and draw destiny. If destiny > 2, target lost. Retractable Arm Dagobah 08-retractablearm Light Device 4 C Deploy on any R-unit droid to give that droid thief skill. Once during each of your control phases, you may use 1 Force to target a weapon or device present. Draw destiny. If destiny > 2, target is 'stolen.' Target may then be transferred for free. Droid is immune to Disarmed. Rogue Asteroid [l] Dagobah 08-rogueasteroid Light Effect -- Mobile 4 C [Diamond] Deploy on an asteroid sector and specify starting direction. Every move phase, moves to next adjacent asteroid sector (reversing direction as necessary). Where present, adds 2 to asteroid destiny. May be targeted by starship weapons (armor = 3). Rycar's Run Dagobah 08-rycarsrun Light Effect -- Utinni 4 R [1-dot] Deploy on a Big One. X = twice the number of asteroid sectors at that system. Target a starfighter at related planet system. When reached by target, relocate Utinni Effect to planet system. When target returns to system, lose Utinni Effect. Retrieve X Force. Scramble Dagobah 08-scramble Light Effect 3 U [1-dot] Deploy on opponent's side of table. Opponent's pilots (except Vader) present at sites may not use ability to draw battle destiny. Effect canceled when opponent has no pilots at sites. Shoo! Shoo! Dagobah 08-shooshoo Light Interrupt -- Used 6 U [1-dot] If you have a droid on table: Cancel an attack just initiated by a creature. OR Immediately move one opponent's creature (except an attached creature) to an adjacent location (habitat permitting). Size Matters Not Dagobah 08-sizemattersnot Light Jedi Test 4 4 R {Deploy} on Dagobah: Swamp or Dagobah: Bog Clearing. {Target} a mentor on Dagobah and an apprentice who has completed Jedi Test 3. {Attempt} when apprentice is present at the beginning of your control phase. Draw training destiny. If destiny + apprentice's ability > 15, test completed: {Place} on apprentice. Immune to attrition < 3. Once during each of your control phases, you may use 2 Force to search your Reserve Deck and take any one card you find there into hand. Shuffle, cut and replace. Smuggler's Blues Dagobah 08-smugglersblues Light Effect 3 R [1-dot] Deploy on a smuggler. May use 2 Force to cancel Limited Resources. Also, if 'trained' by Rycar Ryjerd and piloting as starship when that starship completes Kessel Run, Rycar's Run or The First Transport Is Away, any retrieved Force may be taken into hand. Son Of Skywalker Dagobah 08-sonofskywalker Light Character -- Rebel 1 R [1-dot] Pow: 5 Abil: 5 Force-Sensitive 5 8 Pilot, Warrior Deploys only on Dagobah or Cloud City. Adds 2 to power of anything he pilots. Once per game, during your deploy phase, a lightsaber may deploy on Luke (for free) from Reserve Deck; reshuffle. Immune to attrition < 4. Space Slug [l] Dagobah 08-spaceslug Light Creature -- Space 4 R [Diamond] Fer: * Hide: 3 2 0 * Ferocity = two destiny. Habitat: Big One (Asteroid Cave is now Belly). Will attack starfighters (defeated cards are eaten or relocated to Belly, your choice). Once per turn, may open or close mouth. Starship Levitation Dagobah 08-starshiplevitation Light Interrupt -- Used Or Lost 5 U USED: Cancel Awwww, Cannot Get Your Ship Out. LOST: Use 1 Force to draw destiny. If destiny < ability of you highest-ability character on table, search your Used Pile and take one starship into hand. Shuffle, card and replace. Stone Pile Dagobah 08-stonepile Light Effect 2 R [2-dot] Use 2 Force to deploy on any Dagobah site. Randomly select two cards from opponent's hand and place them, unseen, face down beneath Stone Pile. Cards return to oppnoent's hand if Effect leaves table. Cancelled if opponent occupies this site. The Professor Dagobah 08-theprofessor Light Effect 4 R [1-dot] Use 3 Force to deploy on your side of the table (free if C-3PO on table). If you have a protocol droid aboard a starship or vehicle in a battle, you may use X Force to reduce the battle damage against you by X (by X+1 if a Nav Computer character is also aboard). They'd Be Crazy To Follow Us Dagobah 08-theydbecrazytofollowus Light Interrupt -- Used 4 C [1-dot] Use 1 Force to target a starship at an asteroid sector or a 'blown away' system. For remainder of turn, you may add 2 to destiny totals targeting the armor or maneuver of that starship. This Is More Like It Dagobah 08-thisismorelikeit Light Interrupt -- Used 3 R During a battle, lose X Force to reduce attrition against you by X. OR Cancel This Is Just Wrong. This Is No Cave Dagobah 08-thisisnocave Light Interrupt -- Used 5 R Relocate one starfighter from a Big One to the related site (or vice versa) for free (opens Slug's mouth if closed). If smuggler aboard, starfighter is immune to attrition and subtracts 5 from asteroid destiny until end of your next turn. OR Cancel Corrosive Damage. Through The Force Things You Will See Dagobah 08-throughtheforcethingsyouwillsee Light Interrupt -- Lost 3 R At the end of any player's draw phase, cause that player to place Used Pile face up on top of Reserve Deck. Shuffle, cut, and replace. When face up cards are removed from Reserve Deck, they are treated as normal (no longer face up). Tight Squeeze Dagobah 08-tightsqueeze Light Interrupt -- Lost 3 R [1-dot] If you have a lone vehicle or starfighter in a battle or Attack Run at Beggar's Canyon, Cloud City, Death Star: Trench or an asteroid sector, use 1 Force. At the end of that battle or Attack Run, opponent must forfeit two participating vehicles or starfighters. Transmission Terminated Dagobah 08-transmissionterminated Light Interrupt -- Lost 5 U Cancel one hologram. OR Use 3 Force. Draw destiny. Add 1 to destiny for each asteroid sector on table. If total destiny > 3, Imperial Holotable site is 'blown away' (opponent loses 4 Force). Tunnel Vision Dagobah 08-tunnelvision Light Interrupt -- Lost 3 U Search your Force Pile and take one card into hand. Shuffle, cut and replace. Vine Snake [l] Dagobah 08-vinesnake Light Creature -- Ophidian 3 C Fer: 0 Slither: 3 2 0 Selective Creature Habitat: planet sites (except Hoth). Attacks a character by attaching. X starts at 0. Every move phase, draw destiny; each time destiny > ability, add 1 to X. Character is power -X (eaten if power = 0). Visored Vision Dagobah 08-visoredvision Light Interrupt -- Used Or Lost 3 C [2-dot] Name an Interrupt card. Opponent must reveal entire Used Pile, without shuffling. Then you choose: USED: Opponent must lose 1 Force for each copy of that Interrupt found there. LOST: Each copy of that interrupt found there is lost. Wars Not Make One Great Dagobah 08-warsnotmakeonegreat Light Effect 4 U [1-dot] Deploy on any location. For either player to initiate a battle or Force drain anywhere, that player must use +1 Force. Effect canceled if opponent controls this location. We Can Still Outmaneuver Them Dagobah 08-wecanstilloutmaneuverthem Light Interrupt -- Used Or Lost 3 R [1-dot] USED: Search your Reserve Deck. Take one Collision! or Egregious Pilot Error into hand. Shuffle, cut and replace. LOST: If opponent just initiated a battle with at least two capital starships at a system where you have a lone starfighter, add two battle destiny. We Don't Need Their Scum Dagobah 08-wedontneedtheirscum Light Interrupt -- Used Or Lost 2 R USED: Cancel Res Luk Ra'auf. LOST: If two bounty hunters (or an Imperial and a bounty hunter) are in a battle together, use 2 Force to draw two destiny. Subtract total from opponent's attrition and total power (cannot fall below zero). WHAAAAAAAAAOOOOW! Dagobah 08-whaaaaaaaaaoooow Light Interrupt -- Used 7 R If one of your characters was just defeated by a Dragonsnake, Rancor, Sarlacc, Dianoga or Wampa, instead of being 'eaten' that character is 'hurled' (relocated) to an adjacent site, if possible. What Is Thy Bidding, My Master? Dagobah 08-whatisthybiddingmymaster Light Effect -- Utinni 3 R [1-dot] Deploy on Emperor or any system. Target one character whose lore uses the word 'Emperor.' Target cannot use ability to draw battle destiny and is excluded from being the 'highest-ability character.' Utinni Effect canceled when reached by target. Yoda Dagobah 08-yoda Light Character -- Jedi Master 1 R [1-dot] Pow: 2 Abil: 7 Jedi Master 5 9 Deploy on Dagobah I must, but move elsewhere I may, yes. When the mentor, 1 to training destiny I add. Where present am I, battles and attacks happen not unless present a Dark Side character of ability > 3 there is. To attrition, immune am I. Yoda's Gimer Stick Dagobah 08-yodasgimerstick Light Effect 3 R [1-dot] Deploy on Yoda. You may initiate battles and attacks where present. OR use 2 Force to deploy on one of your characters of ability > 3. Immune to attrition. Where present, no battles or attacks may be initiated unless an opponent's character of ability > 3 present. LOST: During a battle, before any cards have been forfeited, cause all attrition for both sides to be reduced to 0. Yoda's Hope Dagobah 08-yodashope Light Effect 4 U [1-dot] Deploy on a character. When on the mentor, adds 1 to training destiny draws. If on Yoda, you may lose Effect to search your Reserve Deck and take into hand one card with 'levitation' in the title. Shuffle, cut and replace. Yoda Stew Dagobah 08-yodastew Light Interrupt -- Used 3 U [1-dot] During opponent's turn, take up to four cards from your hand and place them on top of your Force Pile. Yoda, You Seek Yoda Dagobah 08-yodayouseekyoda Light Interrupt -- Lost 4 R [1-dot] If Yoda is lost, use 1 Force to retrieve him from the Lost Pile. OR Use 3 Force to search through your Reserve Deck and take Yoda into your hand. Shuffle, cut and replace. You Do Have Your Moments Dagobah 08-youdohaveyourmoments Light Interrupt -- Lost 2 U [1-dot] During a battle, before any cards have been forfeited, cause all attrition for both sides to be reduced to zero. Accuser DeathStarII 09-accuser Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 7 Arm: 5 Hyp: 4 8 9 Pilot, Nav Computer, Scomp Link May deploy -3 as a 'react'. May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Admiral Chiraneau DeathStarII 09-admiralchiraneau Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 3 4 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting a Star Destroyer at a battleground system, adds 1 to your Force drains here and at each other battleground system controlled by a Star Destroyer within 2 parsecs of Chiraneau. Admiral Piett DeathStarII 09-admiralpiett Dark Character -- Imperial 1 XR [1-dot] Pow: 3 Abil: 3 Force-Attuned 4 6 Pilot, Warrior Deploys -2 to Executor. Adds 2 to power of anything he pilots (3 if a Star Destroyer). Your capital starships deploy -1 to same system. Once per game, you may take one Admiral's Order or any commander into hand from Reserve Deck; reshuffle. Baron Soontir Fel DeathStarII 09-baronsoontirfel Dark Character -- Imperial 1 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 5 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting Saber 1, adds one battle destiny and 2 to maneuver. Adds 1 to your total battle destiny for each of your piloted TIE Interceptors in same battle. Battle Deployment DeathStarII 09-battledeployment Dark Admiral's Order 6 R [1-dot] At each system where any player does not have both a starfighter and a capital starship present that player's starships there are power -2. At sites related to systems you occupy, during each battle opponent may draw no more than one battle destiny. Once during each of your deploy phases, you may deploy one combat vehicle from Reserve Deck; reshuffle. Black 11 DeathStarII 09-black11 Dark Starship -- Starfighter: TIE/LN 2 R [1-dot] Pow: 1 Man: 3 No Hyperdrive 2 3 Pilot Deploy -1 to any mobile system. Permanent pilot provides ability of 2. When with Vader in battle, may draw destiny and subtract that amount from opponent's total power. Bring Him Before Me / Take Your Father's Place DeathStarII 09-bringhimbeforeme Dark Objective 0/7 R Front (Bring Him Before Me): Deploy Throne Room, Insignificant Rebellion and Your Destiny. {For} remainder of game, Scanning Crew may not be played. Opponent's cards that place a character out of play may not target Luke. You may deploy Emperor (deploy -2) from Reserve Deck; reshuffle. Opponent may deploy Luke from Reserve Deck (deploy -2; reshuffle) or Lost Pile. If Luke is present with Vader and Vader is not escorting a captive, Luke is captured and seized by Vader. Vader may not transfer Luke. {Flip} this card if Luke captured. Back (Take Your Father's Place): {While} this side up, lose 1 Force at end of each of your turns. Once during each of your turns, when Vader, Luke (even as a non-frozen captive) and Emperor are all present at your Throne Room, you may initiate a Luke/Vader duel: Each player draws two destiny. Add ability. Highest total wins. If Vader wins, opponent loses 3 Force. If Luke wins, shuffle Reserve Deck and draw destiny; if destiny > 12, Luke crosses to Dark Side, totally depleting opponent's Life Force. {Flip} if Luke neither present with Vader nor a captive. Captain Godherdt DeathStarII 09-captaingodherdt Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot, Warrior Adds 3 to power of any capital starship he pilots. While aboard a Star Destroyer, adds 1 to armor, adds 1 to hyperspeed and, once during each of your move phases, may cancel Landing Claw at same system or sector. Captain Jonus DeathStarII 09-captainjonus Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Deploys -2 aboard Scimitar 2. Adds 2 to power of anything he pilots. When forfeited from a TIE/SA, also satisfies all remaining attrition and battle damage against you. Captain Sarkli DeathStarII 09-captainsarkli Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 3 Warrior Adds 2 to power of anything he pilots. While he controls opponent's non-battleground location, opponent generates no Force here. While he occupies opponent's Subjugated system, Liberation is flipped and Local Uprising may not be flipped. Captain Yorr DeathStarII 09-captainyorr Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots (3 if a starfighter). When piloting a TIE Defender and with Jendon, adds one battle destiny. Chimaera DeathStarII 09-chimaera Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 8 Arm: 6 Hyp: 3 9 10 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 2. Immune to attrition < 4 (< 5 while an Imperial leader aboard, < 6 while Thrawn aboard). Colonel Davod Jon DeathStarII 09-coloneldavodjon Dark Character -- Imperial 2 U [1-dot] Pow: 3 Abil: 2 4 5 Warrior While at an exterior planet site, power +2, immune to attrition < 3 and draws one battle destiny if not able to otherwise. When present with a scomp link, cancels Surprise Assault at a related site where you have a spy or scout. Colonel Jendon DeathStarII 09-coloneljendon Dark Character -- Imperial 1 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot Adds 3 to power and 1 to maneuver of anything he pilots. When piloting Onyx 1, draws one battle destiny if not able to otherwise. Combat Response DeathStarII 09-combatresponse Dark Effect 5 C [1-dot] Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to takes its matching pilot character from Reserve Deck (or vice versa and deploy both simultaneously; reshuffle. (Immune to Alter.) Commander Merrejk DeathStarII 09-commandermerrejk Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 3 4 Pilot Adds 2 to power of anything he pilots. When he is present with a Scomp link, once during each of your deploy phases, you may deploy one battleground system from Reserve Deck; reshuffle. Concussion Missiles [d] DeathStarII 09-concussionmissiles Dark Weapon -- Starship 4 C Use 1 Force to deploy on your bomber, TIE Defender, freighter or transport. May target a starship for free. Draw destiny. Add 1 when targeting a starfighter or squadron. Target hit if total destiny > defense value. Darth Vader's Lightsaber DeathStarII 09-darthvaderslightsaber Dark Weapon -- Character 1 R [1-dot] Deploy on Vader. May target a character or creature. Draw two destiny. Target hit if total destiny > defense value. Also, during a duel, Vader may 'throw' this lightsaber to add 1 to each of his duel destiny draws (place lightsaber in Used Pile at end of duel). Death Star II DeathStarII 09-deathstarii Dark Location -- System 0 R [1-dot] Mobile, Parsec: X DARK(2): X = parsec of current position. Must deploy orbiting Endor. Death Star II locations are immune to revolution. Opponent's Force Drains +3 here unless That Thing's Operational on table. LIGHT(0): (blank) Death Star II: Capacitors DeathStarII 09-deathstariicapacitors Dark Location -- Sector 0 C [1-dot] Mobile DARK(1): Deploys only if Coolant Shaft on table. While That Thing's Operational on table, you may add one battle destiny during battles at Death Star II system and system it orbits. LIGHT(0): When your starship moves from here, draw movement destiny. Add maneuver. If total destiny < 2, starship is lost. Death Star II: Coolant Shaft DeathStarII 09-deathstariicoolantshaft Dark Location -- Sector 0 C [1-dot] Mobile DARK(1): Deploys only if Death Star II system on table. Your TIEs at Death Star II locations may not Tallon Roll. Your non-Objective cards with 'Occupation' in title are canceled. LIGHT(0): When your starship moves from here, draw movement destiny. Add maneuver. If total destiny < 1, starship is lost. Death Star II: Docking Bay DeathStarII 09-deathstariidockingbay Dark Location -- Site 0 C [1-dot] Interior, Exterior, Mobile, Scomp Link DARK(1): Your TIEs deploy -1 here. Your docking bay transit from here is free. LIGHT(0): Your docking bay transit to or from here requires 8 Force (ignore other docking bay's text). Death Star II: Reactor Core DeathStarII 09-deathstariireactorcore Dark Location -- Sector 0 C [1-dot] Mobile DARK(1): Deploys only if Capacitors on table. You may deploy That Thing's Operational from Reserve Deck; reshuffle. Ominous Rumors is suspended. LIGHT(0): When attempting to 'blow away' Death Star II, add 1 to total destiny for each of your piloted starfighter here. Death Star II: Throne Room DeathStarII 09-deathstariithroneroom Dark Location -- Site 0 R [1-dot] Interior, Mobile, Scomp Link DARK(2): Once per game, you may take Emperor's Power into hand from Reserve Deck; reshuffle. LIGHT(0): Immune to Revolution. Desperate Counter DeathStarII 09-desperatecounter Dark Effect 5 C [1-dot] Deploy on Death Star II system. When opponent moves from a related sector, for each TIE armed with a weapon there, movement destiny is -3 (limit -9). Also, you may deploy either Combat Response or Imperial Arrest Order from Reserve Deck; reshuffle. (Immune to Alter.) Dominator DeathStarII 09-dominator Dark Starship -- Capital: Victory-Class Star Destroyer 1 R [1-dot] Pow: 6 Arm: 5 Hyp: 4 7 7 Pilot, Nav Computer, Scomp Link May add 4 pilots, 6 passengers, 1 vehicle and 2 TIEs. Has ship-docking capability. Permanent pilot provides ability of 2. Laser Cannon Battery may deploy aboard (and may fire twice per battle). DS-181-3 DeathStarII 09-ds1813 Dark Character -- Imperial 3 U [1-dot] Pow: 1 Abil: 2 1 2 Pilot Adds 2 to power of anything he pilots. When piloting Saber 3, draws one battle destiny if not able to otherwise. Opponent may not 'react' to same system or sector. DS-181-4 DeathStarII 09-ds1814 Dark Character -- Imperial 4 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 3 to power of any TIE he pilots. Once during each of your deploy phases, you may take one unique ([1-dot]) TIE Interceptor into hand from Reserve Deck; reshuffle. Emperor Palpatine DeathStarII 09-emperorpalpatine Dark Character -- Dark Jedi Master / Imperial 6 UR [1-dot] Pow: 4 Abil: 7 Dark Jedi Master 5 9 Never deploys or moves (even aboard a starship or vehicle) to a site opponent occupies. Where present, subtracts 3 from attempts to cross Vader over. Once per turn, you may take Force Lightning into hand from Reserve Deck; reshuffle. Immune to attrition. Emperor's Personal Shuttle DeathStarII 09-emperorspersonalshuttle Dark Starship -- Starfighter: Lambda-Class Shuttle 3 R [1-dot] Pow: 2 Man: 3 Hyp: 3 3 5 Pilot, Nav Computer, Scomp Link May add 1 pilot and 4 passengers. Permanent pilot provides ability 2. Emperor deploys for free aboard. While Emperor aboard, immune to attrition and adds one battle destiny. Emperor's Power DeathStarII 09-emperorspower Dark Effect 5 U [1-dot] Deploy on your Throne Room. You may not Force drain here. While Emperor here, opponent's characters are deploy +2 to Death Star II sites and, one per turn, you may lose Effect (or 1 Force from top of Reserve Deck) to add one battle destiny anywhere. (Immune to Alter.) Endor Shield DeathStarII 09-endorshield Dark Effect 5 U [1-dot] Deploy on Bunker. Imperials deploy -1 here while Death Star II system orbits Endor and you control Bunker. At Death Star II system and each Death Star site opponent may not deploy and must use +3 Force to move there. Fighter Cover DeathStarII 09-fightercover Dark Admiral's Order 6 R [1-dot] Each starfighter that fires a weapon in battle is power +3 for the remainder of battle. Once per turn you may cancel and redraw your starship weapon destiny just drawn. At sites related to systems you occupy, your characters who have immunity to attrition each add 2 to immunity and 1 to each of that character's weapon destiny draws. Fighters Coming In DeathStarII 09-fighterscomingin Dark Admiral's Order 6 R [1-dot] Unique [1-dot] starfighters without permanent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay. Flagship Executor DeathStarII 09-flagshipexecutor Dark Starship -- Capital: Super-Class Star Destroyer 4 R [1-dot] Pow: 12 Arm: 12 Hyp: 2 12 15 Pilot, Nav Computer, Scomp Link May add unlimited pilots, passengers and starfighters. Has ship-docking capability. Permanent pilot provides ability of 3. Immune to attrition if target of Flagship Operations. Flagship Operations DeathStarII 09-flagshipoperations Dark Effect 5 R [1-dot] Deploy on any Star Destroyer if at least 5 Executor sites on table. Your TIEs are deploy -1, forfeit +2 and destiny +2. At systems where you have a TIE, your Imperial capital starships are deploy -3 and your battle destiny draws are +1 each. (If on Executor, immune to Alter.) Force Lightning DeathStarII 09-forcelightning Dark Interrupt -- Used or Lost 5 R [1-dot] USED: Target any character (even a captive) present with Emperor. Target is defense value -4 for remainder of turn. LOST: Emperor loses immunity to attrition and is defense value -2 for remainder of turn. Draw destiny. Target lost if destiny +1 > defense value. Force Pike DeathStarII 09-forcepike Dark Weapon -- Character 4 C Deploy on your Royal Guard (or use 3 Force to deploy on your other warrior). Adds 1 to defense value. May target a character or creature using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. If hit by a Royal Guard, target's power = 0. Gall DeathStarII 09-gall Dark Location -- System 0 C [1-dot] Planet, Parsec: 9 DARK(1): While you occupy, once per battle you may choose a target just 'hit' by a blaster or rifle (except permanent weapons) to be lost. LIGHT(1): Immune to Revolution. Heavy Turbolaser Battery [d] DeathStarII 09-heavyturbolaserbattery Dark Weapon -- Starship 3 C Use 4 Force to deploy in your Star Destroyer (adds 2 to power) or any mobile system. May target a starship using 2 Force. Draw two destiny. Subtract 1 when targeting a capital starship. Otherwise, subtract 6. Target hit if total destiny > defense value. Imperial Command DeathStarII 09-imperialcommand Dark Interrupt -- Used 4 R [1-dot] Take one admiral or general into hand from Reserve Deck; reshuffle. OR If your admiral is in battle at a system (or your general is in battle at a site), you may either add one battle destiny or prevent opponent from drawing more than one battle destiny. Inconsequential Losses DeathStarII 09-inconsequentiallosses Dark Effect 5 C [1-dot] Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.) Insignificant Rebellion DeathStarII 09-insignificantrebellion Dark Effect 4 U [1-dot] Use 2 Force to deploy on table. Each time you win a battle, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. When attempting to cross Luke over (except with Epic Duel), add 3 to total destiny for each card in stack. (Immune to Alter.) Intensify The Forward Batteries DeathStarII 09-intensifytheforwardbatteries Dark Admiral's Order 6 R [1-dot] Each player, if that player has a capital starship armed with a starship weapon in battle, draws one battle destiny if not able to otherwise and once per battle, may reduce the defense value of one opponent's capital starship present by 4 for remainder of the battle. At sites related to systems you occupy, your non-pilot warriors are deploy -1, defense value +2 and forfeit +1. Janus Greejatus DeathStarII 09-janusgreejatus Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 4 Force-Sensitive 4 5 Deploys -3 to Emperor's site. When with Emperor at a battleground site, adds 1 to your Force drains here. Once per turn, you may use 1 Force to place a card from hand to bottom of Used Pile and draw top card of Reserve Deck. Immune to attrition < 3. Judicator DeathStarII 09-judicator Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 8 Arm: 6 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Each of its weapon destiny draws is +2. Starfighters it 'hits' are power = 0. Leave Them To Me [effect] DeathStarII 09-leavethemtome Dark Effect 5 C [1-dot] Deploy on table. While you occupy a 'Subjugated' planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. At any time, you may place Effect out of play to retrieve 1 Force. Lieutenant Endicott DeathStarII 09-lieutenantendicott Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior Deploys -2 to any docking bay or launch bay. While he is at Death Star II: Docking Bay, you may shuttle for free between here and exterior sites related to system Death Star II orbits. Lieutenant Hebsly DeathStarII 09-lieutenanthebsly Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. When piloting Scythe 3, once per turn may subtract 1 from maneuver of one opponent's starfighter at same location for remainder of turn. Lord Vader DeathStarII 09-lordvader Dark Character -- Imperial 1 R [1-dot] Pow: 7 Abil: 6 Dark Jedi 8 8 Pilot, Warrior Deploys -2 to Executor, Death Star II or Endor. Adds 3 to power of anything he pilots. While armed with a lightsaber, adds 2 to his defense value and 1 to each of his lightsaber weapon destiny draws. Immune to Uncontrollable Fury and attrition < 6. Major Mianda DeathStarII 09-majormianda Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 3 to power of any TIE he pilots. Adds 2 to total weapon destiny of any TIE/LN he pilots. Major Rhymer DeathStarII 09-majorrhymer Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Deploys -2 aboard Scimitar 1. Adds 2 to power of anything he pilots. When piloting a bomber making a Bombing Run, prevents opponent's characters at same site from using landspeed. Major Turr Phennir DeathStarII 09-majorturrphennir Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 3 to power of any TIE he pilots. When piloting Saber 2, draws one battle destiny if not able to otherwise. Once per game, you may take Fighters Coming In into hand from Reserve Deck; reshuffle. Mobilization Points DeathStarII 09-mobilizationpoints Dark Effect 3 C [1-dot] Deploy on table. Your Force generation is +1 at each docking bay you occupy (or +2 if you control). Once per game, you may take one Carida, Wakeelmui, Gall, Kuat or Rendili system or Executor into hand from Reserve Deck; reshuffle. (Immune to Alter.) Moff Jerjerrod DeathStarII 09-moffjerjerrod Dark Character -- Imperial 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 6 Pilot, Warrior Adds 2 to power of any capital starship he pilots. Once during each of your turns, you may take one Death Star II sector or Superlaser Mark II into hand from Reserve Deck; reshuffle. Prevents opponent's spies from deploying to same Death Star II site. Mon Calamari [d] DeathStarII 09-moncalamari Dark Location -- System 0 C [1-dot] Planet, Parsec: 6 DARK(2): If you occupy with a Star Destroyer, opponent's Star Cruisers are deploy +2 (and may not deploy here). LIGHT(1): Force Drain -1 here. If you occupy with a Star Cruiser, opponent's Star Destroyers deploy +2 here. Myn Kyneugh DeathStarII 09-mynkyneugh Dark Character -- Imperial 4 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 3 5 Warrior Deploys only on Coruscant or to Emperor's site (or related site). When armed with a Force pike, adds one battle destiny. Your troopers and Royal Guards may 'react' to here for free. Adds 1 to defense value of other Royal Guards at same and related sites. Obsidian 10 DeathStarII 09-obsidian10 Dark Starship -- Starfighter: TIE/LN 3 U [1-dot] Pow: 1 Man: 3 No Hyperdrive 1 3 May deploy with a pilot as a 'react' to any asteroid sector or cloud sector. May add one pilot. OS-72-10 deploys -2 aboard. Onyx 1 DeathStarII 09-onyx1 Dark Starship -- Starfighter: TIE Defender 2 R [1-dot] Pow: 3 Man: 4 Hyp: 3 3 4 Nav Computer May deploy -2 with a pilot as a 'react' to same location as any Imperial-class Star Destroyer. May add 1 pilot. Any starship cannon may deploy aboard. Immune to attrition < 4 when Jendon piloting. Onyx 2 DeathStarII 09-onyx2 Dark Starship -- Starfighter: TIE Defender 2 U [1-dot] Pow: 3 Man: 4 Hyp: 3 3 4 Nav Computer Deploys for free to any mobile system. May deploy with a pilot as a 'react'. May add 1 pilot. Any starship cannon may deploy aboard. Immune to attrition < 4 when Yorr piloting. Operational As Planned DeathStarII 09-operationalasplanned Dark Interrupt -- Used or Starting 5 C [1-dot] USED: Place one card from hand on top of Force Pile. STARTING: If Endor system on table, take Death Star II system, Jerjerrod and any Effect into hand from Reserve Deck. When you draw your starting hand, draw only six more cards. Place Interrupt in Lost Pile. Overseeing It Personally DeathStarII 09-overseeingitpersonally Dark Effect 3 R [1-dot] Deploy on Emperor. While at a battleground planet site you control, at each related site where an Imperial is present, your Force drains are +1. Prepared Defenses DeathStarII 09-prepareddefenses Dark Interrupt -- Used or Starting 3 C [1-dot] USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile. Rise, My Friend DeathStarII 09-risemyfriend Dark Interrupt -- Lost 4 R [1-dot] If Emperor on Death Star II, take Vader into hand from a location you control (cards on him go to owner's hand). OR During your control phase, if Vader escorting Luke or Leia at a site you control, relocate Vader (with captive) to Death Star II: Docking Bay. (Immune to Sense.) Royal Escort DeathStarII 09-royalescort Dark Effect 4 C [1-dot] Deploy on table. Each of your non-unique troopers on Endor or Death Star II is forfeit +1. When opponent just used a weapon to target your character aboard a piloted vehicle, that character may use that vehicle's defense value. Royal Guard DeathStarII 09-royalguard Dark Character -- Imperial 3 C Pow: 3 Abil: 2 2 3 Warrior Deploys only on Coruscant or to Emperor's site (or related site). When armed with a Force pike and defending a battle, adds one battle destiny. Emperor may not be targeted by weapons unless all Royal Guards present with Emperor are 'hit'. Saber 1 DeathStarII 09-saber1 Dark Starship -- Starfighter: TIE Interceptor 3 R [1-dot] Pow: 3 Man: 4 No Hyperdrive 2 4 May add 1 pilot. Fel deploys -1 aboard. When firing SFS L-s9.3 Laser Cannons, may use 1 Force to make X = 3. Immune to attrition < 5 when Fel piloting. Saber 2 DeathStarII 09-saber2 Dark Starship -- Starfighter: TIE Interceptor 3 U [1-dot] Pow: 3 Man: 4 No Hyperdrive 2 3 May add 1 pilot. When Phennir piloting, immune to attrition < 4 and adds 1 to forfeit of each other Saber Squadron pilot in same battle. Saber 3 DeathStarII 09-saber3 Dark Starship -- Starfighter: TIE Interceptor 2 U [1-dot] Pow: 3 Man: 4 No Hyperdrive 1 3 May add 1 pilot. Cannons are deploy -2 aboard. Immune to attrition < 3 when DS-181-3 piloting. Saber 4 DeathStarII 09-saber4 Dark Starship -- Starfighter: TIE Interceptor 3 U [1-dot] Pow: 3 Man: 4 No Hyperdrive 2 3 May deploy with a pilot as a 'react' to a battle initiated against a TIE (for free if TIE is in Saber Squadron). May add 1 pilot. Immune to attrition < 4 when DS-181-4 piloting. Scimitar 1 DeathStarII 09-scimitar1 Dark Starship -- Starfighter: TIE/SA 2 U [1-dot] Pow: 1 Man: 2 No Hyperdrive 2 4 May add 1 pilot. Power +3 during a Bombing Run battle. When proton bombs aboard 'collapse' a site, opponent loses 1 Force for each rebel just lost. Scimitar 2 DeathStarII 09-scimitar2 Dark Starship -- Starfighter: TIE/SA 2 U [1-dot] Pow: 1 Man: 2 No Hyperdrive 2 4 May add 1 pilot. Power +3 during a Bombing Run battle. Once per game, you may deploy one Proton Bombs from Reserve Deck on this starfighter; reshuffle. Scimitar Squadron TIE DeathStarII 09-scimitarsquadrontie Dark Starship -- Starfighter: TIE/SA 2 C [3-dot] Pow: 1 Man: 2 No Hyperdrive 2 4 Pilot Permanent pilot provides ability of 2. Power +3 during a Bombing Run battle. Cumulatively adds 1 to total weapon destiny of your other TIE/SA present firing Concussion Missiles. Scythe 1 DeathStarII 09-scythe1 Dark Starship -- Starfighter: TIE/LN 4 U [1-dot] Pow: 1 Man: 4 No Hyperdrive 2 3 May add 1 pilot. Once during each of your move phases, may fire one starship weapon aboard ('hit' targets are lost) and/or make an additional move. Immune to attrition < 4 when Mianda piloting. Scythe 3 DeathStarII 09-scythe3 Dark Starship -- Starfighter: TIE/LN 4 U [1-dot] Pow: 1 Man: 4 No Hyperdrive 2 3 May add 1 pilot. Hebsly deploys -2 aboard. Once during each of your move phases, may fire one starship weapon aboard ('hit' targets are lost). Immune to attrition < 4 when Hebsly piloting. Scythe Squadron TIE DeathStarII 09-scythesquadrontie Dark Starship -- Starfighter: TIE/LN 4 C [3-dot] Pow: 1 Man: 4 No Hyperdrive 4 3 Pilot Deploy -2 to Death Star II or Endor. Permanent pilot provides ability of 2 add adds 1 to power and maneuver. SFS L-s7.2 TIE Cannon DeathStarII 09-sfsls72tiecannon Dark Weapon -- Starship 4 C Use 2 Force to deploy on any TIE (for free if a TIE/LN). May target a starship using 1 Force. Draw Destiny. Target hit if destiny > defense value. Sim Aloo DeathStarII 09-simaloo Dark Character -- Imperial 1 R [1-dot] Pow: 3 Abil: 4 Force-Sensitive 5 6 Deploys -3 to Emperor's site. When with Emperor, adds one battle destiny. Once per turn, you may use 1 Force to peek at top card of opponent's Reserve Deck; may place that card on bottom of that Reserve Deck. Immune to attrition < 4. Something Special Planned For Them DeathStarII 09-somethingspecialplannedforthem Dark Effect 5 C [1-dot] Deploy on table. For opponent to move a starship from same location as your Star Destroyer requires +2 Force. Also, when opponent has just retrieved Force using an Interrupt or Utinni Effect card, that card is placed out of play. (Immune to Alter.) Sullust [d] DeathStarII 09-sullust Dark Location -- System 0 C [1-dot] Planet, Parsec: 7 DARK(2): If you occupy when Haven is canceled, opponent loses 8 Force. LIGHT(2): Immune to Revolution. Superlaser Mark II DeathStarII 09-superlasermarkii Dark Weapon -- Death Star II 3 U Deploys on Death Star II. May be fired only if That Thing's Operational is on table. May fire for free at a capital starship at Death Star II system (or at a system Death Star II is orbiting) for free. Draw three destiny. Target hit if total destiny greater than armor. That Thing's Operational DeathStarII 09-thatthingsoperational Dark Epic Event 0 R [1-dot] Deploy on Reactor Core. Death Star II may move (hyperspeed = 3). While Death Star II orbits a system you occupy (except Endor), once during each of your control phases, opponent loses X Force, where X = 2 plus number of related battleground sites you occupy. Once during each of opponent's control phases, opponent's piloted starfighter here may attempt to 'blow away' Death Star II. Draw destiny. Add 3 if armed with torpedoes or missiles. Add pilot's ability. If total destiny > 8, starships here may attempt to 'escape' and Death Star II is 'blown away' (lose double Force). The Emperor's Shield DeathStarII 09-theemperorsshield Dark Starship -- Squadron: 3 TIE/LN's 2 R [1-dot] Pow: 3 Man: 3 No Hyperdrive 5 6 Pilot x3 Deploys -2 to Endor, Death Star II or same location as Thrawn. May deploy as a 'react'. Permanent pilots provide total ability of 3. Power +3 at Endor or when Emperor is at same or related location. The Emperor's Sword DeathStarII 09-theemperorssword Dark Starship -- Squadron: 3 TIE/LN's 2 R [1-dot] Pow: 3 Man: 3 No Hyperdrive 5 6 Pilot x3 Deploys -2 to Coruscant or Death Star II. May deploy as a 'react'. Permanent pilots provide total ability of 3. Power +3 at Coruscant or when Emperor is at same or related location. Thunderflare DeathStarII 09-thunderflare Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 9 Arm: 6 Hyp: 2 7 7 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship docking capability. Permanent pilot aboard provides ability of 1. Turbolaser Batteries deploy and fire free here. TIE Interceptor DeathStarII 09-tieinterceptor Dark Starship -- Starfighter: TIE Interceptor 2 C Pow: 3 Man: 4 No Hyperdrive 2 3 Pilot Permanent pilot provides ability of 1. Power +1 when present with an X-wing. During each battle, may fire one starship weapon aboard twice. Visage DeathStarII 09-visage Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R [1-dot] Pow: 8 Arm: 7 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May deploy even without presence or Force icons (except to Rendezvous Point). May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. We're In Attack Position Now DeathStarII 09-wereinattackpositionnow Dark Admiral's Order 6 R [1-dot] Each pilot deploys -1 (or -2 if an admiral) aboard a capital starship. Each capital starship with a pilot character aboard is immune to attrition < 4 (or adds 2 to immunity). During each of your control phases, opponent loses 1 Force for each battleground site your general or commander controls that is related to a system you occupy. You Cannot Hide Forever [effect] DeathStarII 09-youcannothideforever Dark Effect 5 U [1-dot] Deploy on table. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. You may place Effect in Lost Pile to take one Endor or DSII Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.) Young Fool DeathStarII 09-youngfool Dark Interrupt -- Lost 4 R [1-dot] If opponent's character present with Emperor was just lost, lose 1 Force to place that character out of play. OR Release frozen Luke at your Throne Room (Luke may not be battled until end of your next turn) OR Cancel NOOOOOOOOOOOO! Your Destiny DeathStarII 09-yourdestiny Dark Effect 0 C [1-dot] Deploy on Bring Him Before Me. When Vader is present at a battleground site, at start of your turn opponent loses 3 Force unless Luke is captured, out of play, or present at a battleground site. Also, Luke is immune to Responsibility Of Command. (Immune to Alter.) Admiral Ackbar DeathStarII 10-admiralackbar Light Character -- Rebel 1 XR [1-dot] Pow: 3 Abil: 3 Force-Attuned 4 7 Pilot Deploys -2 to Home One. Adds 3 to power of any capital starship he pilots. Your capital starships deploy -1 to same system. Once per game, may take one Mon Calamari character or Admiral's Order into hand from Reserve Deck; reshuffle. Anakin Skywalker DeathStarII 10-anakinskywalker Light Interrupt -- Used 4 R If Luke is about to be lost from table and Vader is present, shuffle Reserve Deck and draw destiny. Add 6 if Emperor present. If total destiny > 12, Vader instead crosses to Light Side, Luke is not lost, opponent loses 6 Force, and Emperor (if present) is lost. (Immune to Sense.) Aquaris DeathStarII 10-aquaris Light Location -- System 0 C [1-dot] Planet, Parsec: 4 LIGHT(1): If you control with a starfighter, opponent's Dreadnaught-class cruisers are deploy +3 and your Force generation here is +3. DARK(1): (blank) A-wing DeathStarII 10-awing Light Starship -- Starfighter: A-wing 3 C Pow: 3 Man: 5 Hyp: 4 2 3 Pilot, Nav Computer, Scomp Link Permanent pilot provides ability of 1. Opponent may not 'react' to or from here. Power -1 when opponent has a starfighter present with higher maneuver. A-wing Cannon DeathStarII 10-awingcannon Light Weapon -- Starship 4 C Deploy on your A-wing. May target a starfighter or squadron for free. Draw destiny. Add your starship's maneuver. Target hit if total destiny > twice target's defense value. Blue Squadron 5 DeathStarII 10-bluesquadron5 Light Starship -- Starfighter: B-wing 2 U [1-dot] Pow: 4 Man: 2 Hyp: 3 2 4 Nav Computer, Scomp Link May add 1 pilot. May fire two or more weapons during battle. Each of its weapon destiny draws is +2. Immune to attrition < 4 when Ten Numb piloting. Blue Squadron B-wing DeathStarII 10-bluesquadronbwing Light Starship -- Starfighter: B-wing 3 R [3-dot] Pow: 4 Man: 2 Hyp: 3 5 4 Pilot, Nav Computer, Scomp Link Deploy -2 to Roche. Permanent pilot provides ability of 2 and adds 1 to power. May fire two or more weapons during battle. Each of its weapon destiny draws is +2. B-wing Attack Squadron DeathStarII 10-bwingattacksquadron Light Starship -- Squadron: B-wing 3 R Pow: 12 Man: 2 Hyp: 3 * 12 Pilot x3, Nav Computer x3, Scomp Link x3 * Replaces 3 B-wings at one location (B-wings go to Used Pile). Permanent pilots provide total ability of 3. Each of its weapon destiny draws is +1. B-wing Bomber DeathStarII 10-bwingbomber Light Starship -- Starfighter: B-wing 3 C Pow: 4 Man: 2 Hyp: 3 3 4 Pilot, Nav Computer, Scomp Link May add 1 pilot (suspends permanent pilot). Permanent pilot provides ability of 1. May fire two or more weapons during battle. Each of its ion cannon weapon destiny draws is +3. Capital Support DeathStarII 10-capitalsupport Light Admiral's Order 6 R [1-dot] Each pilot deploys -1 (or -2 if with an admiral) aboard a capital starship. Each capital starship with a pilot character aboard is immune to attrition < 4 (or adds 2 to immunity). During each of your control phases, opponent loses 1 Force for each battleground site your general or commander controls that is related to a system you occupy. Captain Verrack DeathStarII 10-captainverrack Light Character -- Rebel 4 U [1-dot] Pow: 2 Abil: 2 2 4 Allows your starship weapons at same location to fire and deploy for 1 less Force. While aboard your capital starship, adds 1 to each of its weapon destiny draws (2 when targeting a capital starship). Close Air Support DeathStarII 10-closeairsupport Light Effect 5 C [1-dot] Deploy on table. While your Z-95 occupies a system or cloud sector, once per turn your scout at a related exterior site may add one battle destiny (if Z-95 is Tala 1 or Tala 2, may also add one destiny to total power only). Colonel Cracken DeathStarII 10-colonelcracken Light Character -- Rebel 2 R [1-dot] Pow: 3 Abil: 2 3 4 Pilot, Warrior Deploys -2 aboard Tala 1. Adds 2 to power of anything he pilots. When piloting Tala 1, draws one battle destiny if not able to otherwise. When opponent deploys a spy or scout to same (or related) exterior site, opponent loses 1 Force. Colonel Salm DeathStarII 10-colonelsalm Light Character -- Rebel 4 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything he pilots. When he is piloting a Y-wing, once per battle you may cancel and redraw your battle destiny just drawn. While he occupies the Renegade system, Imperial Control is flipped and Imperial Occupation may not be flipped. Combined Fleet Action DeathStarII 10-combinedfleetaction Light Admiral's Order 6 R [1-dot] At each system where any player does not have both a starfighter and a capital starship present, that player's starships there are power -2. At sites related to systems you occupy, during each battle opponent may draw no more than one battle destiny. Once during each of your deploy phases, you may deploy one combat vehicle from your Reserve Deck; reshuffle. Concentrate All Fire DeathStarII 10-concentrateallfire Light Admiral's Order 6 R [1-dot] Each starfighter that fires a weapon in battle is power +3 for the remainder of battle. Once per turn you may cancel and redraw your starship weapon destiny just drawn. At sites related to systems you occupy, your characters who have immunity to attrition each add 2 to immunity and 1 to each of that character's weapon destiny draws. Concussion Missiles [l] DeathStarII 10-concussionmissiles Light Weapon -- Starship 4 C Use 1 Force to deploy on your bomber, A-wing, freighter, or transport. May target a starship for free. Draw destiny. Add 1 if targeting a starfighter or squadron. Target hit if total destiny > defense value. Corporal Marmor DeathStarII 10-corporalmarmor Light Character -- Rebel 2 U [1-dot] Pow: 3 Abil: 2 3 4 Warrior Reduces X by 3 on Docking And Repair Facilities when a Star Cruiser is held there. When he is at a docking bay where you have just deployed a starfighter, once per turn you may retrieve 1 Force. Corporal Midge DeathStarII 10-corporalmidge Light Character -- Rebel 2 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior Adds 1 to each of his character weapon destiny draws (2 when firing a rifle and all your ability here is provided by scouts). While on Endor, adds 1 to your Force drains at your exterior Endor sites where you have a scout of ability > 2 (and no Ewoks). Critical Error Revealed DeathStarII 10-criticalerrorrevealed Light Interrupt -- Used 4 C [1-dot] If you have a leader at your war room, peek at the top card of opponent's Reserve Deck. You may place it on bottom of that Reserve Deck. Defiance DeathStarII 10-defiance Light Starship -- Capital: Mon Calamari Star Cruiser 3 R [1-dot] Pow: 8 Arm: 6 Hyp: 3 9 10 Pilot, Nav Computer, Scomp Link May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Each of it's weapon destiny draws are +2. Capital starships it hits are power -5. Enhanced Proton Torpedoes DeathStarII 10-enhancedprotontorpedoes Light Weapon -- Starship 3 C Deploy on your X-wing, Y-wing or B-wing. May target a starship for 1 Force. Add 1 if targeting a capital starship. Otherwise, subtract 1. Target hit if total destiny > defense value. First Officer Thaneespi DeathStarII 10-firstofficerthaneespi Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 5 Pilot Adds 3 to power of any capital starship she pilots. If piloting a Star Cruiser with another Mon Calamari, unless opponent's pilots here have total ability > 6, opponent's battle destiny = 0. General Calrissian DeathStarII 10-generalcalrissian Light Character -- Rebel 1 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 7 Pilot, Warrior Deploy -2 aboard Falcon. Adds 3 to power of anything he pilots. When piloting a freighter, adds 1 to maneuver and draws one battle destiny if not able to otherwise. When he attempts to 'blow away' Death Star II, adds 2 to total. General Walex Blissex DeathStarII 10-generalwalexblissex Light Character -- Rebel 3 U [1-dot] Pow: 1 Abil: 2 2 3 Pilot Deploys -2 aboard your Star Cruiser or to same location as your Admiral. Adds 1 to the power of anything he pilots. Adds 1 to the power and forfeit of each of your A-wings at same and related locations. Gold Squadron 1 DeathStarII 10-goldsquadron1 Light Starship -- Starfighter: Heavily-Modified Light Freighter 3 R [1-dot] Pow: 3 Man: 5 Hyp: 6 3 7 Nav Computer, Scomp Link Deploy -2 to Endor. May add 2 pilots and 2 passengers. Immune to Tallon Roll. Immune to attrition < 4 when Lando or Nien Nunb piloting (< 6 when both). Gray Squadron 1 DeathStarII 10-graysquadron1 Light Starship -- Starfighter: Y-wing 3 U [1-dot] Pow: 2 Man: 3 Hyp: 4 2 3 Nav Computer May add 2 pilots or passengers. Ion cannons may fire free aboard. Each of its ion cannon destiny draws is +2. Immune to attrition < 4 when Salm or Kian piloting. Gray Squadron 2 DeathStarII 10-graysquadron2 Light Starship -- Starfighter: Y-wing 3 U [1-dot] Pow: 2 Man: 3 Hyp: 4 1 2 Nav Computer May add 2 pilots or passengers. Immune to attrition < 3 when Lieutenant Telsij or Karie Neth piloting (when both immune to attrition < 5 and adds one destiny to power only). Gray Squadron Y-wing Pilot DeathStarII 10-graysquadronywingpilot Light Character -- Rebel 3 C [3-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to the power of anything he pilots. When piloting a Y-wing, draws one battle destiny if not able to otherwise. When a starship he pilots fires an ion cannon, once per turn, may draw two weapon destiny and choose one. Green Leader DeathStarII 10-greenleader Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Green Squadron 1, draws on battle destiny if not able to otherwise. Adds 3 to total weapon destiny of any starfighter he pilots firing at a starfighter with lower maneuver. Green Squadron 1 DeathStarII 10-greensquadron1 Light Starship -- Starfighter: A-wing 3 R [1-dot] Pow: 3 Man: 5 Hyp: 4 2 4 Nav Computer, Scomp Link May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Immune to attrition < 4 when Green Leader piloting. Green Squadron 3 DeathStarII 10-greensquadron3 Light Starship -- Starfighter: A-wing 3 R [1-dot] Pow: 3 Man: 5 Hyp: 4 2 3 Nav Computer, Scomp Link May add 1 pilot. Power -1 when opponent has a starfighter present with higher maneuver. Maneuver +2 at a Death Star II sectors. Immune to attrition < 4 when Tycho Celchu piloting. Green Squadron A-wing DeathStarII 10-greensquadronawing Light Starship -- Starfighter: A-wing 3 R [3-dot] Pow: 3 Man: 5 Hyp: 4 2 3 Pilot, Nav Computer, Scomp Link Deploy -1 to Sullust or same system or sector as Green Leader. Permanent pilot provides ability of 2 and adds 2 to power. Power -1 when opponent has a starfighter present with a higher maneuver. Green Squadron Pilot DeathStarII 10-greensquadronpilot Light Character -- Rebel 3 C [3-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. When piloting an A-wing, draws one battle destiny if not able to otherwise and is forfeit +2. Head Back To The Surface DeathStarII 10-headbacktothesurface Light Interrupt -- Used 5 C If your piloted unique ([1-dot]) starfighter is present with opponent's piloted starfighter during your move phase at a non-cloud sector, relocate both to related system. OR Target your starfighter in battle. During this battle, your other starships may not be targeted by weapons. Heading For The Medical Frigate DeathStarII 10-headingforthemedicalfrigate Light Interrupt -- Used Or Starting 3 C [1-dot] USED: Add 1 to your battle destiny just drawn. STARTING: Deploy up to three Effects if each of them deploys for free, is always immune to Alter and has 'deploy on table' (or 'deploy on your side of table') in its game text. Place Interrupt in Lost Pile. Heavy Turbolaser Battery [l] DeathStarII 10-heavyturbolaserbattery Light Weapon -- Starship 3 C Use 4 Force to deploy on your Star Cruiser. Adds 2 to power. May target a starship using 2 Force. Draw two destiny. Subtract 1 when targeting a capital starship. Otherwise, subtract 6. Target hit if total destiny > defense value. Home One DeathStarII 10-homeone Light Starship -- Capital: Mon Calamari Star Cruiser 1 R [1-dot] Pow: 9 Arm: 8 Hyp: 3 12 12 Pilot x2, Nav Computer, Scomp Link May add unlimited pilots, passengers, vehicles and starfighters. Has ship-docking capability. Permanent pilots provide total ability of 4. Immune to attrition < 8 (< 10 when Ackbar piloting). Home One: Docking Bay DeathStarII 10-homeonedockingbay Light Location -- Site 0 C [1-dot] Interior, Exterior, Starship Site, Mobile, Scomp Link LIGHT(1): Your docking bay transit from here is free. If you occupy, opponent may not move to this site. DARK(0): Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force. Home One: War Room DeathStarII 10-homeonewarroom Light Location -- Site 0 R [1-dot] Interior, Starship Site, Mobile, Scomp Link LIGHT(2):While you control with a Rebel here, Home One is deploy -5 and power +3. DARK(0):Force drain -1 here. When you initiate a battle here, add one battle destiny. Honor Of The Jedi DeathStarII 10-honorofthejedi Light Effect 4 U [1-dot] Deploy on table. Unless opponent occupies three battlegrounds, each time you must lose Force (except from your card, battle damage or a Force drain at a battleground), reduce the loss by 2. (Immune to Alter while you occupy any battleground). I Feel The Conflict DeathStarII 10-ifeeltheconflict Light Effect 4 U [1-dot] Use 2 Force to deploy on table. Each time you win a battle or duel, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. When attempting to cross Vader over, add 3 to total destiny for each card in stack. (Immune to Alter.) I'll Take The Leader DeathStarII 10-illtaketheleader Light Admiral's Order 6 R [1-dot] Unique [1-dot] starfighters without permanent pilots are immune to attrition < 4 (or add 2 to immunity if starfighter already has immunity). Starships without pilot characters aboard are power -2. At docking bays related to systems you occupy, your Force drains are +1. Once per turn, your starfighter just lost from a system may be relocated to a related docking bay. I'm With You Too DeathStarII 10-imwithyoutoo Light Effect 7 R [1-dot] Deploy on Luke if That's One and Count Me In are on table. When Han, Chewie, Leia and Luke are involved in the same battle, you may double your total battle destiny and Han, Chewie, Leia, and Luke are immune to attrition. Don't Get Cocky is a Used Interrupt. Independence DeathStarII 10-independence Light Starship -- Capital: Mon Calamari Star Cruiser 1 R [1-dot] Pow: 8 Arm: 6 Hyp: 3 9 10 Pilot, Nav Computer, Scomp Link May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has shipdocking capability. Permanent pilot provides ability of 2. Immune to attrition < 3 (< 4 if rebel leader aboard). Insertion Planning DeathStarII 10-insertionplanning Light Interrupt -- Used 6 C [1-dot] If your scout is in battle at an exterior planet site, subtract 3 from opponent's total battle destiny. OR Target opponent's character aboard an open vehicle moving to your scout's site. Draw destiny. If destiny +2 > ability, target goes to Used Pile. Karie Neth DeathStarII 10-karieneth Light Character -- Rebel 2 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything she pilots. While aboard your starship, adds 1 to each of its weapon destiny draws (2 if Gray Squadron 2 or when with Telsij). Keir Santage DeathStarII 10-keirsantage Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot Adds 2 to the power of anything he pilots. When at a system, sector, or docking bay, once during each of your deploy phases, may subtract 2 from deploy cost of your unique ([1-dot]) X-wing deploying here. Kin Kian DeathStarII 10-kinkian Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 1 to power of anything he pilots. While aboard your starship, adds 2 to each of its weapon destiny draws. While aboard a unique ([1-dot]) Gray Squadron Y-wing at a system or sector, adds 1 to each of your Force drains there. Launching The Assault DeathStarII 10-launchingtheassault Light Effect 4 R Deploy on any system. Once per game, may take Home One into from Reserve Deck; reshuffle. Your Force drains are +1 at battleground systems where you have a Star Cruiser piloted by a character. Effect canceled when Rendezvous Point on table. (Immune to Alter.) Let's Keep A Little Optimism Here [effect] DeathStarII 10-letskeepalittleoptimismhere Light Effect 5 C [1-dot] Deploy on table. While you occupy a Renegade planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. At any time, you may place Effect out of play to retrieve 1 Force. (Immune to Alter.) Liberty DeathStarII 10-liberty Light Starship -- Capital: Mon Calamari Star Cruiser 2 R [1-dot] Pow: 7 Arm: 5 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 5 pilots, 6 passengers, 1 vehicle, and 3 starfighters. Has ship-docking capability. Permanent pilot provides ability of 2. May go to Used Pile instead of Lost Pile when forfeited (unless 'hit'). Lieutenant Blount DeathStarII 10-lieutenantblount Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Tala 2, draws one battle destiny if not able to otherwise. While he occupies any Coruscant location, Empire's Sinister Agents is flipped and ISB Operations may not be flipped. Lieutenant s'Too Vees DeathStarII 10-lieutenantstoovees Light Character -- Rebel 3 U [1-dot] Pow: 3 Abil: 1 2 3 Warrior When in battle at a site with Lando or Marmor, adds one destiny to total power only. When he is at a docking bay, once during each of your deploy phases, you may deploy one starship weapon from Reserve Deck on your starfighter present; reshuffle. Lieutenant Telsij DeathStarII 10-lieutenanttelsij Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 4 Pilot Adds 2 to power of anything he pilots. When at a system, sector or docking bay, once during each of your deploy phases, may subtract 2 from deploy cost of your unique ([1-dot]) Y-wing deploying there. Luke Skywalker, Jedi Knight DeathStarII 10-lukeskywalkerjediknight Light Character -- Rebel 6 UR [1-dot] Pow: 6 Abil: 6 Jedi Knight 8 9 Pilot, Warrior Deploys -3 to Home One or Endor. Adds 2 to power of anything he pilots. Power +2 when armed with a lightsaber. Subtracts 3 from any attempt to cross him over (even if captured). Immune to attrition < 5 (< 6 if alone or armed with a lightsaber, < 7 if both). Luke's Lightsaber DeathStarII 10-lukeslightsaber Light Weapon -- Character 1 R [1-dot] Deploy on Luke. Adds 1 to defense value and training destiny. May add 1 to Force drain where present. May target a character, creature, speeder bike, or swoop for free. Draw 2 destiny. Target hit, and its forfeit = 0 if total destiny > defense value. Luminous DeathStarII 10-luminous Light Starship -- Capital: Modified Transport 3 U [1-dot] Pow: 1 Arm: 3 Hyp: 5 3 4 Pilot, Nav Computer, Scomp Link Deploys and moves like a starfighter. May add 1 pilot and 6 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. May use Covert Landing like a shuttle or starfighter. Major Haash'n DeathStarII 10-majorhaashn Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Deploys -2 to any Star Cruiser. Adds 2 to the power of any capital ship he pilots. When piloting a Star Cruiser, adds 1 to hyperspeed and armor and cancels Lateral Damage targeting a starship at same system. Major Olander Brit DeathStarII 10-majorolanderbrit Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 1 2 3 Warrior Power and forfeit +1 while present with Major Panno. When with Major Panno at a site, adds one battle destiny. When present with a scomp link, cancels Counter Assault at a related site where you have a spy or scout. Major Panno DeathStarII 10-majorpanno Light Character -- Rebel 2 U [1-dot] Pow: 2 Abil: 2 2 4 Warrior While at a system or an exterior battleground site, allows you to activate up to 2 additional Force for each related exterior battleground site you occupy with a scout (limit 4 additional Force). Masanya DeathStarII 10-masanya Light Starship -- Capital: Corellian Corvette 3 R [1-dot] Pow: 5 Arm: 4 Hyp: 3 5 8 Pilot, Nav Computer, Scomp Link Deploys -4 to same system as any non-unique Star Cruiser. May add 3 pilots, 4 passengers and 1 vehicle. Has ship docking capability. Permanent pilot provides ability of 1. Cannot be 'hit' by missiles. Menace Fades DeathStarII 10-menacefades Light Effect 4 C [1-dot] Deploy on table. While you control any three Coruscant, Death Star and/or Death Star II locations, or any battleground site and one battleground system, all opponents Force drain bonuses everywhere are cancelled. (Immune to Alter.) Mon Calamari [l] DeathStarII 10-moncalamari Light Location -- System 0 C [1-dot] Planet, Parsec: 6 LIGHT(2): If you occupy with a Star Cruiser, opponent's Star Destroyers may not deploy here. Your Star Cruisers deploy -1 here. DARK(1): If you control without a Star Destroyer, Force drain -1 here. Mon Calamari Star Cruiser DeathStarII 10-moncalamaristarcruiser Light Starship -- Capital: Mon Calamari Star Cruiser 1 R Pow: 7 Arm: 5 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link Deploys only at Mon Calamari or any Rebel Base. May add 5 pilots, 6 passengers, 1 vehicle and 3 starfighters. Has ship-docking capability. Permanent pilot aboard provides ability of 2. Nebulon-B Frigate DeathStarII 10-nebulonbfrigate Light Starship -- Capital: Nebulon-B Frigate 3 U Pow: 4 Arm: 5 Hyp: 4 5 6 Pilot, Nav Computer, Scomp Link May add 4 pilots, 4 passengers, and 2 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. Turbolaser batteries and laser cannons may deploy aboard for free. Nien Nunb DeathStarII 10-niennunb Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot Adds 2 to the power of anything he pilots. When at a mobile sector, once per turn you may peek at the top card of your Reserve Deck; you may place that card on top of your Used Pile. When with General Calrissian may add one battle destiny. Orbital Mine DeathStarII 10-orbitalmine Light Weapon -- Automated 2 C [Diamond] Deploy at the same system as a bomber. 'Explodes' if an opponents starship deploys or moves here. Draw destiny. Add 2 when targeting a capital starship. Starship lost if total destiny > defense value. Orbital mine is also lost. Our Only Hope DeathStarII 10-ouronlyhope Light Interrupt -- Used Or Lost 4 U [1-dot] USED: If your Rebel of ability > 2 just won a battle or duel, randomly take into hand one card stacked on Insignificant Rebellion. (Immune to Sense.) LOST: If Luke is in battle (except with Vader), subtract 2 from each of opponent's battle destiny draws. Rebel Leadership DeathStarII 10-rebelleadership Light Interrupt -- Used 4 R Each of your admirals and generals is forfeit +1 for remainder of turn. OR If your admiral is in battle at a system (or your general, except Obi-Wan, is in battle at a site), you may either add one battle destiny or prevent opponent from drawing more that one battle destiny. Red Squadron 1 DeathStarII 10-redsquadron1 Light Starship -- Starfighter: X-wing 3 R [1-dot] Pow: 3 Man: 4 Hyp: 5 3 5 Nav Computer, Scomp Link May add 1 pilot. [Death Star II set] Wedge deploys -2 aboard (for free if deploying to Endor). When Wedge piloting, immune to attrition < 5 and adds 6 to total when targeted by Tallon Roll. Red Squadron 4 DeathStarII 10-redsquadron4 Light Starship -- Starfighter: X-wing 2 U [1-dot] Pow: 3 Man: 4 Hyp: 5 2 5 Nav Computer, Scomp Link May add 1 pilot. Hobbie deploys -2 aboard. When firing X-wing Laser Cannons, may use 2 Force to make X = 3. When Hobbie piloting, maneuver +2 and immune to attrition < 4. Red Squadron 7 DeathStarII 10-redsquadron7 Light Starship -- Starfighter: X-wing 3 U [1-dot] Pow: 3 Man: 4 Hyp: 5 2 4 Nav Computer, Scomp Link May add 1 pilot. Keir Santage deploys -2 aboard. Your other Red Squadron starfighters at same location are maneuver +1. Squadron Assignments DeathStarII 10-squadronassignments Light Effect 5 C [1-dot] Deploy on table. During your deploy phase, you may reveal one unpiloted starfighter from hand to take its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.) Staging Areas DeathStarII 10-stagingareas Light Effect 3 C Deploy on table. Your Force generation is +1 at each docking bay you occupy (or +2 if you control). You non-unique Star Cruisers are deploy -1 and may deploy to same battleground system as any rebel starship. (Immune to Alter.) Strikeforce DeathStarII 10-strikeforce Light Effect 5 C [1-dot] Deploy on table. While you control a battleground site, your Force drain may not be modified or canceled at a system where you have a Star Cruiser or unique[1-dot] starfighter, except by a 'react.' Place Effect in Used Pile if you lose a battle at a system. Strike Planning DeathStarII 10-strikeplanning Light Effect 5 R [1-dot] Deploy on table. Twice per game, you may take one Mon Mothma or any general (except Obi-Wan) into hand from Reserve Deck; reshuffle. Opponent's Force generation at Endor system is canceled unless Endor Operations on table. (Immune to Alter.) Sullust [l] DeathStarII 10-sullust Light Location -- System 0 C [1-dot] Planet, Parsec: 7 LIGHT(2): To move your starship between here and Death Star II, system it orbits, or Mon Calamari requires -1 Force. DARK(1): Your starships deploy +1 here. Superficial Damage DeathStarII 10-superficialdamage Light Effect 5 C [1-dot] Deploy on table. Each turn, each of your characters, vehicles, and starships may forfeit one of its weapons (except a lightsaber) using forfeit value = 3. Also, your forfeited weapons go to Used Pile. (Immune to Alter.) Taking Them With Us DeathStarII 10-takingthemwithus Light Admiral's Order 6 R [1-dot] Each player, if that player has a capital starship armed with a starship weapon in battle, draws one battle destiny if not able to otherwise and once per battle, may reduce the defense value of one opponent's capital starship present by 4 for remainder of the battle. At sites related to systems you occupy, your non-pilot warriors are deploy -1, defense value +2 and forfeit +1. Tala 1 DeathStarII 10-tala1 Light Starship -- Starfighter: Modified Z-95 Headhunter 3 R [1-dot] Pow: 2 Man: 4 Hyp: 3 2 3 Nav Computer, Scomp Link May add 1 pilot. May be carried like a vehicle. Power and maneuver +2 at opponent's system (except battlegrounds) or at any sector. Immune to attrition < 4 when Colonel Cracken piloting. Tala 2 DeathStarII 10-tala2 Light Starship -- Starfighter: Modified Z-95 Headhunter 2 R [1-dot] Pow: 2 Man: 4 Hyp: 3 1 3 Nav Computer, Scomp Link May add 1 pilot. May be carried like a vehicle. When your spy aboard, opponent's spies and scouts are deploy +2 to related sites. Immune to attrition < 4 when Lieutenant Blount piloting. Ten Numb DeathStarII 10-tennumb Light Character -- Rebel 3 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot Deploys -2 aboard Blue Squadron 5. Adds 2 to power of anything he pilots. Adds 2 to total weapon destiny of any B-wing he pilots. There Is Good In Him / I Can Save Him DeathStarII 10-thereisgoodinhim Light Objective 0/7 R Front (There Is Good In Him): Deploy Chief Chirpa's Hut (with [Death Star II set] Luke and Luke's Lightsaber there), Endor: Landing Platform and I Feel The Conflict. For remainder of game, you may not play Alter, Strangle, or Captive Fury. {While} this side up, your Force generation is +2 at Luke's site. While an Imperial is at Landing Platform, you may not Force drain or generate Force at Luke's location. When any Imperial is at Luke's site, Luke is captured (seized by an Imperial, if possible, even if not a warrior). {Flip} this card if Luke captured. Back (I Can Save Him): {While} this side up, at end of each of opponent's turns, opponent loses 2 Force unless Vader is escorting Luke. At any time, an Imperial escorting Luke may transfer Luke to Vader, if present. Vader may not transfer Luke. Once during each of your turns, if Vader present with Luke (even as a non-frozen captive), may shuffle Reserve Deck and draw destiny. If destiny > 14, Vader crosses to Light Side, totally depleting opponent's Life Force. {Flip} if Luke neither present with Vader nor a captive. The Time For Our Attack Has Come DeathStarII 10-thetimeforourattackhascome Light Effect -- Immediate 5 C [1-dot] If you just initiated a second battle this turn, deploy on table. When you lose a battle, you may place Immediate Effect in Used Pile to cancel all battle damage against you, unless Draw Their Fire on table. (Immune to Control.) The Way Of Things DeathStarII 10-thewayofthings Light Effect 5 C Deploy on table. If Yoda is on Dagobah and Jedi Test 3 is present with target apprentice, it is completed. Also, you may not play Surprise Assault. Each apprentice on Dagobah is landspeed = 2 and may not be targeted by Set For Stun. (Immune To Alter.) Twilight Is Upon Me DeathStarII 10-twilightisuponme Light Effect 5 R Deploy on table. Once per turn, may take The Force Is Strong With This One or Anakin Skywalker into hand from Reserve Deck: reshuffle. May use 2 Force to cancel Dark Jedi Presence or You Are Beaten (unless canceling Uncontrollable Fury). (Immune to Alter.) Tycho Celchu DeathStarII 10-tychocelchu Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 2 3 4 Pilot Deploys -2 aboard Green Squadron 3. Adds 3 to power of any starfighter he pilots. When piloting Green Squadron 3 or any X-wing, draws one battle destiny if not able to otherwise. Wedge Antilles, Red Squadron Leader DeathStarII 10-wedgeantillesredsquadronleader Light Character -- Rebel 2 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 6 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting draws one battle destiny if not able to otherwise (if Red 2 also adds 2 to maneuver.) When in battle with another Red or Rogue squadron pilot once per battle may cancel one battle destiny just drawn. You Must Confront Vader DeathStarII 10-youmustconfrontvader Light Jedi Test 6 6 R {Deploy} on table. {Target} a Skywalker who has completed Jedi Test 5. While target on Dagobah, 'move phase' on Save You It Can may be treated as 'deploy phase.' Until Jedi Test completed, battles you initiate at Vader's site are canceled and opponent loses 2 Force at start of your turn unless Vader is at a battleground site. {Attempt} during your move phase when Vader with target (even as a non-frozen captive). Vader and target duel: Each player draws destiny. Add ability. Highest total wins. If target wins, test completed. {Leave} on table. Add one battle destiny in every battle. Also, target is immune to attrition < 5. Your Insight Serves You Well [effect] DeathStarII 10-yourinsightservesyouwell Light Effect 5 U [1-dot] Deploy on table. Opponent's Dark Jedi are defense value -1. Scanning Crew and 3,720 To 1 are canceled. You may place Effect in Lost Pile to take one [Endor set] or [Death Star II set] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.) Accelerate Endor 13-accelerate Dark Interrupt -- Used 6 C Adds 2 to maneuver, 1 to power and 1 to landspeed of either your speeder bike piloted by a biker scout or your swoop for remainder of turn. (Interrupt may even affect the result just after a destiny draw targeting the vehicle's maneuver.) Always Thinking With Your Stomach Endor 13-alwaysthinkingwithyourstomach Dark Interrupt -- Lost 4 R [1-dot] Cancel a Force drain at an exterior planet site where opponent has no vehicles or starships. Draw destiny. If destiny > number of opponent's characters at that site, choose one of those characters to be missing. An Entire Legion Of My Best Troops Endor 13-anentirelegionofmybesttroops Dark Effect 4 U [1-dot] Deploy on your side of table. Stormtroopers (except biker scouts) have armor = 4. Also, your blaster rifles, Stormtrooper Utility Belts and Blaster Scopes are deploy -1 and are destiny +2 when drawn for weapon or battle destiny. (Immune to Alter.) Aratech Corporation Endor 13-aratechcorporation Dark Effect 4 R [1-dot] Deploy on Carida system. Your speeder bikes piloted by biker scouts are power +1 and forfeit +1 and may follow (for free) an opponent's vehicle or character that just moved from same site (if within range). (Immune to Alter while you occupy Carida.) AT-ST Dual Cannon Endor 13-atstdualcannon Dark Weapon -- Vehicle 4 R Use 1 Force to deploy on your AT-ST. May target a character, creature or vehicle for 1 Force. Draw destiny. Add 1 if targeting a character or creature. Target hit if total destiny > defense value. May fire repeatedly for 2 Force each time. AT-ST Pilot Endor 13-atstpilot Dark Character -- Imperial 3 C [3-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 2 to power of any combat vehicle he pilots. When piloting an AT-ST in battle, adds 1 to his forfeit, draws one battle destiny if not able to otherwise and cumulatively adds 1 to your attrition against opponent. Battle Order [effect] Endor 13-battleorder Dark Effect 5 U [1-dot] Deploy on table. You may initiate battles for free. Also (unless Battle Plan on table), for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.) Biker Scout Gear Endor 13-bikerscoutgear Dark Effect 5 U [1-dot] Deploy on your side of table. Biker scouts have armor = 3 and are immune to Scramble. Also, Scout Blaster, Comlink, DH-17 blaster and Blaster Rack deploy for free and are destiny +2 when drawn for weapon or battle destiny (Immune to Alter.) Biker Scout Trooper Endor 13-bikerscouttrooper Dark Character -- Imperial 3 C Pow: 1 Abil: 1 1 2 Pilot, Warrior Adds 3 to power of any speeder bike pilots. Power -1 while not at a forest, jungle or Endor site. Forfeit +2 aboard a speeder bike. Once during each of your deploy phases, may deploy a speeder bike to same site from Reserve Deck; reshuffle. Carida Endor 13-carida Dark Location -- System 0 U [1-dot] Planet, Parsec: 1 DARK(2): If you occupy, once during each of your control phases, you may lose 1 Force to retrieve one trooper into hand. LIGHT(1): Force drain -1 here. If you do not occupy, all your troopers are forfeit -1. Closed Door Endor 13-closeddoor Dark Effect 7 R [1-dot] Deploy on Back Door. Opponent may not deploy or move to Bunker. Effect canceled if opponent controls Back Door or Landing Platform or if you initiate at Force drain at Bunker. (Immune to Alter.) Colonel Dyer Endor 13-coloneldyer Dark Character -- Imperial 2 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 4 Warrior While at Bunker of an Endor battleground site, prevents Ominous Rumors from being canceled. Your Endor icon troopers may move as a 'react' to same site. Combat Readiness Endor 13-combatreadiness Dark Interrupt -- Used or Starting 5 C [1-dot] USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two [Diamond] sites) related to your starting location. Place Interrupt in Reserve Deck. Commander Igar Endor 13-commanderigar Dark Character -- Imperial 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 4 5 Pilot, Warrior Adds 3 to power of any combat vehicle he pilots. When piloting Tempest 1 or a non-unique AT-AT, adds one battle destiny. When in battle with Veers or Tagge, may use 2 Force to cancel and redraw one just-drawn battle destiny. Compact Firepower Endor 13-compactfirepower Dark Interrupt -- Used 4 C [1-dot] If your warrior just fired a DH-17 blaster or scout blaster during a battle, draw destiny: (0) no effect, (1-3) target may not use weapons this turn, (4+) target is power and forfeit = 0 this battle. Corporal Avarik Endor 13-corporalavarik Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 1 2 3 Pilot, Warrior Adds 3 to power of any speeder bike he pilots (when piloting it in battle, also adds 1 to your total battle destiny). When in a Local Trouble battle, adds one destiny to your total power. Corporal Drazin Endor 13-corporaldrazin Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior Once during each of your control phases, may take one Special Delivery into hand from Reserve Deck; reshuffle. Special Delivery is immune to Alter. When Drazin completes Special Delivery, you may take two additional cards into hand. Corporal Drelosyn Endor 13-corporaldrelosyn Dark Character -- Imperial 3 R [1-dot] Pow: 1 Abil: 2 2 3 Pilot, Warrior Adds 3 to power of any speeder bike he pilots or anything he drives. When in battle with Irol at a site, adds one battle destiny. Power +1 at any mobile, interior or spaceport site. Corporal Misik Endor 13-corporalmisik Dark Character -- Imperial 3 R [1-dot] Pow: 2 Abil: 1 2 3 Pilot, Warrior Adds 3 to power of any speeder bike he pilots. When firing a Scout Blaster, adds 1 to his total weapon destiny. When with Barich in a battle and piloting or driving a vehicle, may add that vehicle's maneuver to your total power. Corporal Oberk Endor 13-corporaloberk Dark Character -- Imperial 3 R [1-dot] Pow: 2 Abil: 2 2 3 Pilot, Warrior Adds 3 to power of any speeder bike he pilots. Once during each of your control phases, may target one opponent's missing character at same site. Draw destiny. Add 2 if Oberk is armed with a blaster. Target captured if total destiny > ability. Counterattack Endor 13-counterattack Dark Interrupt -- Lost 3 R [1-dot] If a battle that opponent initiated just ended, initiate a new battle at same location. 'Reacts' are allowed only for opponent, but cards may not 'react' away or hide from battle. Loser ignores battle damage. If your trooper present there, add one battle destiny. Crossfire [effect] Endor 13-crossfire Dark Effect 4 R [1-dot] Deploy on table. When you fire two weapons (except lightsabers) in a battle, your total power is +5. Also, S-foils and Maneuvering Flaps are suspended where you have either a weapon present or a starship (or vehicle) with maneuver > 3 present. (Immune to Alter.) Dead Ewok Endor 13-deadewok Dark Interrupt -- Lost 5 C [1-dot] Reduce any alien's forfeit to 0 for remainder of turn. OR If you have two Imperials present at a site, draw destiny. Add 1 for each of your blasters present. If total destiny > number of Ewoks present at same site, those Ewoks are lost. Don't Move! Endor 13-dontmove Dark Interrupt -- Used 3 C [1-dot] If a battle was just initiated, and two of your troopers are armed with weapons, target one opponent's character present. Draw destiny: (0-2) no effect, (3-4) target is power = 0 for remainder of turn, (5+) target captured. Early Warning Network Endor 13-earlywarningnetwork Dark Effect 5 R [Diamond] Deploy on an interior site that has a Scomp link. While you occupy this site, once per battle you may deploy a non-unique Imperial starship as a 'react' (for free if starfighter) to the related system from Reserve Deck; reshuffle. (Immune to alter.) Eee Chu Wawa! Endor 13-eeechuwawa Dark Interrupt -- Used or Lost 4 C [1-dot] USED: For remainder of turn, subtract 1 from forfeit of each opponent's Ewok (or subtract 2 from any one opponent's character). LOST: Cancel one Ewok's game text for remainder of turn. OR Cancel Sound The Attack. Elite Squadron Stormtrooper Endor 13-elitesquadronstormtrooper Dark Character -- Imperial 3 C [3-dot] Pow: 1 Abil: 2 2 3 Warrior Power +2 while armed with a blaster. When using a blaster, subtracts 1 from Force required to fire it. Adds 2 to forfeit of each stormtrooper of ability < 2 at same site. Empire's New Order Endor 13-empiresneworder Dark Effect 4 R [1-dot] Deploy on table. Droid Merchant game text is canceled. Also, while none of your ability on table is provided by aliens, retrieve 1 Force after each battle in which opponent's alien is lost (or 2 if Ewok, Elom or operative). (Immune to Alter.) Endor [d] Endor 13-endor Dark Location -- System 0 U [1-dot] Planet, Parsec: 8 DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Endor site. LIGHT(2): If you have no Ewoks on Endor, Force drain -1 here. To move or deploy your starship to here requires +1 Force. Endor: Ancient Forest Endor 13-endorancientforest Dark Location -- Site 0 U [1-dot] Exterior, Planet DARK(2): If your Yuzzum present, Force drain +1 here. LIGHT(1): Your aliens are deploy -1 here (or -2 if Yuzzum). Endor: Back Door [d] Endor 13-endorbackdoor Dark Location -- Site 0 U [1-dot] Exterior, Planet, Scomp Link DARK(2): If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). LIGHT(2): If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). Endor: Bunker [d] Endor 13-endorbunker Dark Location -- Site 0 U [1-dot] Interior, Planet, Scomp Link DARK(1): Once per game, you may deploy Endor Shield from Reserve Deck; reshuffle. LIGHT(0): You may move here only from Back Door. While you control, Endor Shield is suspended. Endor: Dark Forest Endor 13-endordarkforest Dark Location -- Site 0 R [1-dot] Exterior, Planet DARK(2): Your Yuzzum are each power +1 here. If your Imperial is present, Force drain +1 here. LIGHT(1): Your Ewoks are each deploy +1 here. If your Ewok present, Force drain +1 here. Endor: Dense Forest [d] Endor 13-endordenseforest Dark Location -- Site 0 C [1-dot] Exterior, Planet DARK(2): No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. LIGHT(1): No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. Endor: Ewok Village [d] Endor 13-endorewokvillage Dark Location -- Site 0 U [1-dot] Interior, Exterior, Planet DARK(1): No starships or vehicles here. If no Ewoks on Endor, Force drain +1 here. LIGHT(1): No starships or vehicles here. If your Ewok present, Force drain +1 here. Endor: Forest Clearing Endor 13-endorforestclearing Dark Location -- Site 0 U [1-dot] Exterior, Planet DARK(2): Your vehicles are each power +1 here. Force drain +1 here. LIGHT(1): Your vehicles are each power +1 here. Endor: Great Forest [d] Endor 13-endorgreatforest Dark Location -- Site 0 C [3-dot] Exterior, Planet DARK(1): Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed. LIGHT(1): Your character movement from here (except for Ewok and scouts) requires +1 landspeed. Endor: Landing Platform (Docking Bay) [d] Endor 13-endorlandingplatformdockingbay Dark Location -- Site 0 C [1-dot] Interior, Exterior, Planet DARK(1): Your docking bay transit from here requires 1 Force (free if your Imperial present). LIGHT(1): Your docking bay transit from here requires 7 Force. Your transit to here requires +9 Force. Endor Occupation Endor 13-endoroccupation Dark Interrupt -- Used 5 R [1-dot] Cancel Tatooine Celebration, Cloud City Celebration or Coruscant Celebration. (Immune to Sense.) OR During your activate phase, activate 1 Force for each Endor battleground you occupy. Endor Operations / Imperial Outpost Endor 13-endoroperations Dark Objective 0/7 R Front (Endor Operations): Deploy Endor system, Bunker and Landing Platform. {While} this side up, once during each of your control phases, may take one Ominous Rumors or Establish Secret Base into hand from Reserve Deck; reshuffle. {Flip} this card if Ominous Rumors and Establish Secret Base are both on table. {Place} out of play if an Endor location is 'blown away'. Back (Imperial Outpost): {While} this side up, at each Endor site where you have a biker scout or a piloted AT-ST, your Force drains may not be modified or canceled by opponent, except by a 'react'. Opponent draws no more than one battle destiny in each battle. Your AT-STs are immune to attrition < 3. Once during each of your draw phases, you may retrieve one biker scout. {Flip} this card if Ominous Rumors and Establish Secret Base are not both on table. {Place} out of play if an Endor location is 'blown away.' Establish Secret Base Endor 13-establishsecretbase Dark Effect 4 R [1-dot] Deploy on Endor system if your biker scouts and/or AT-STs control three Endor sites. Your Force drain here is +1 for each Endor site your biker scout or AT-ST controls (limit +3). Place Effect in Used Pile if opponent controls this system. (Immune to Alter.) Freeze! Endor 13-freeze Dark Interrupt -- Used 6 U [1-dot] If a Rebel just deployed or moved to a site where you have a trooper present armed with a weapon, use 1 Force. For remainder of turn, that Rebel may not battle or move and battle damage against you is limited to 4 at that location. Go For Help! Endor 13-goforhelp Dark Interrupt -- Used 5 C [1-dot] If opponent just initiated a battle at an exterior site with double your total power, reveal top 3 cards of your Reserve Deck. If any of those cards are scouts or speeder bikes, deploy them for free to that battle (replaces others on top of Reserve Deck in same order). High-speed Tactics Endor 13-highspeedtactics Dark Interrupt -- Used 5 U [1-dot] Target two non-creature vehicles with maneuver (one yours, one opponent's) present at same site. Both players draw destiny, add your vehicle's maneuver to your total. Lowest total loses vehicle. OR You speeder bike piloted by a biker scout adds one battle destiny. Hot Pursuit Endor 13-hotpursuit Dark Interrupt -- Used or Lost 4 C [1-dot] USED: If opponent's card present with your vehicle of landspeed > 2 has just begun to move as a 'react', cancel that 'react'. LOST: Select one opponent's vehicle present with your vehicle of landspeed > 2 to be power = 0 for remainder of turn. Imperial Academy Training Endor 13-imperialacademytraining Dark Effect 4 C [1-dot] Deploy on your side of table. Each of your non-unique Imperials armed with a non-unique blaster is forfeit +2, adds 1 to his total weapon destiny and, where present, cumulatively adds 1 to total battle destiny. (Immune to Alter while your non-unique blaster is on table.) Imperial Arrest Order Endor 13-imperialarrestorder Dark Effect 5 U [1-dot] Deploy on table. Unique [1-dot] Imperials of ability < 3 are forfeit +2. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites only. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.) Imperial Tyranny Endor 13-imperialtyranny Dark Interrupt -- Lost 4 C [1-dot] If an opponent's alien is defending a battle against your non-unique Imperial, add one battle destiny. If an opponent's Ewok, Elom or operative is defending, also add 3 to your total power. OR Add 2 to your total weapon destiny when targeting a non-unique alien. It's An Older Code Endor 13-itsanoldercode Dark Interrupt -- Used or Lost 3 R USED: If opponent just landed a starship at an exterior site, you may deploy up to three related sites from your Reserve Deck; reshuffle. LOST: Use 2 Force to 'scan' (reveal) opponent's hand. You may place one starship you find there in opponent's Used Pile. Lambda-Class Shuttle Endor 13-lambdaclassshuttle Dark Starship -- Starfighter: Lambda-Class Shuttle 4 C Pow: 2 Man: 2 Hyp: 3 2 3 Pilot, Nav Computer, Scomp Link Deploy -1 if Sienar Fleet Systems on table. May add 1 pilot and 6 passengers. Permanent pilot provides ability of 1. Takes off and lands for free. Lieutenant Arnet Endor 13-lieutenantarnet Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot Deploys free aboard Blizzard Scout 1. Adds 2 to power of any combat vehicle he pilots (or 3 if an AT-ST). When piloting Tempest Scout 1, draws one battle destiny if not able to otherwise. Opponent may not 'react' to or from same site. Lieutenant Grond Endor 13-lieutenantgrond Dark Character -- Imperial 2 U [1-dot] Pow: 2 Abil: 2 2 3 Pilot, Warrior Adds 2 to power of anything he pilots or any swoop he drives. When in battle at an exterior site, adds 2 to attrition against opponent for each of your biker scout/trooper (non-biker scout) pairs present. Lieutenant Renz Endor 13-lieutenantrenz Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 4 Warrior Power +2 while present with a stormtrooper. You Rebel Scum target a Rebel at same site is a Used Interrupt and is immune to Sense. Immune to attrition < number of stormtroopers present. Lieutenant Watts Endor 13-lieutenantwatts Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of any combat vehicle he pilots. Adds 1 to each weapon destiny draw of any combat vehicle he pilots (or 2 if on Tempest Scout 2 or if present with Marquand). Main Course Endor 13-maincourse Dark Interrupt -- Used or Lost 5 U [1-dot] USED: Cancel Frozen Assets. (Immune to Sense.) LOST: If opponent's alien and Rebel are in battle together without a protocol droid, draw one destiny (or two if Rebel is Han) and subtract that amount from opponent's attrition and total power. Major Hewex Endor 13-majorhewex Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 4 Warrior Adds 1 to total power for each of your troopers present at same site. When on Endor, subtracts 1 from total for Deactivate The Shield Generator and your troopers are forfeit +1 on Endor. When at Bunker, allows Imperials to deploy there as a 'react'. Major Marquand Endor 13-majormarquand Dark Character -- Imperial 2 R [1-dot] Pow: 3 Abil: 2 2 3 Pilot Adds 3 to power of any combat vehicle he pilots. When piloting a combat vehicle with Watts, may add one battle destiny and, if that vehicle has immunity to attrition, adds 2 to immunity. Navy Trooper Endor 13-navytrooper Dark Character -- Imperial 3 C Pow: 1 Abil: 1 2 3 Warrior Deploy -1 to a mobile site (except on Cloud City). When defending a battle, power +1 (or +2 if also at an interior site). When in battle against an operative, prevents opponent from drawing more than one battle destiny. Navy Trooper Fenson Endor 13-navytrooperfenson Dark Character -- Imperial 3 R [1-dot] Pow: 2 Abil: 1 2 3 Warrior Subtracts 3 from Force opponent retrieves for On The Edge and Off The Edge. When at Bunker, adds 2 to deploy cost of each opponent's character (except Ewoks, spies and scouts) to Endor sites (except Rebel Landing Site). Navy Trooper Shield Technician Endor 13-navytroopershieldtechnician Dark Character -- Imperial 3 C [3-dot] Pow: 1 Abil: 1 2 2 Warrior Forfeit +2 while with Hewex. When at Bunker (or aboard a Star Destroyer at Endor), cumulatively adds 1 to deploy cost of each opponent's starship and non-Ewok vehicle deploying to Endor (or to your mobile site orbiting Endor) Navy Trooper Vesden Endor 13-navytroopervesden Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 1 2 3 Warrior If present with a Scomp link when Never Tell Me The Odds just reached the top of your Reserve Deck, may 'shield' (add 3 to destiny number of) one of your characters at each location for remainder of turn. Ominous Rumors Endor 13-ominousrumors Dark Effect 5 R [1-dot] Use 2 Force to deploy on Endor system if opponent controls no Endor sites. Your Force drains are +2 at up to X other battleground systems, where X = number of Endor sites you occupy. Effect canceled if opponent controls three Endor sites. (Immune to Alter.) Outflank Endor 13-outflank Dark Interrupt -- Used 6 C [1-dot] During a battle, if you have weapons at both sites adjacent to that battle, add 3 to your total power and add one battle destiny. OR For remainder of turn, your biker scout at an exterior site is power +1 and adds 1 to each of that character's weapon destiny draws. Perimeter Patrol Endor 13-perimeterpatrol Dark Effect 4 R [1-dot] Deploy on Bunker. While you control Bunker, each time opponent deploys a vehicle, starship or Rebel to an Endor site (except Rebel Landing Site), that card cannot move or battle for remainder of turn and opponent must lose 1 Force. (Immune to Alter.) Pinned Down Endor 13-pinneddown Dark Effect 4 U [1-dot] Deploy on your side of table. Opponent may not 'react' away from a battle where you have a blaster present. Also, if you have a blaster present when opponent cancels a battle, draw destiny, opponent loses Force equal to destiny draw. (Immune to Alter.) Pitiful Little Band Endor 13-pitifullittleband Dark Interrupt -- Used 5 C [1-dot] If your scout is battling opponent's scout, spy or operative, add one battle destiny. OR If you have a spy or scout at Bunker or any prison, place out of play one captured spy of ability < 3 or captured operative there. Retrieve Force equal to double that captive's forfeit. Relentless Tracking Endor 13-relentlesstracking Dark Effect 5 R [1-dot] Deploy on opponent's non-droid character at same or adjacent site as your scout. During each of your control phases, if your scout is at this site (and not Undercover), opponent loses 2 Force (or 3 Force if that scout is also a biker scout). Scout Blaster Endor 13-scoutblaster Dark Weapon -- Character 4 C Deploy on your biker scout, or use 2 Force to deploy on your other warrior. May deploy as a 'react'. May target a character or creature using 1 Force (for free if fired by your spy or scout). Draw destiny. Target hit if destiny > defense value. Scout Recon Endor 13-scoutrecon Dark Interrupt -- Used 6 C [1-dot] Add 1 to landspeed of your scout at an exterior planet site for remainder of turn. OR If Igar is with Grond or Dyer in battle, draw one destiny and subtract if from opponent's attrition against you. Search And Destroy Endor 13-searchanddestroy Dark Effect 3 U [1-dot] Deploy on table. Biker scouts are forfeit +1. During every draw phase, unless opponent's character of destiny < 4 occupies a battleground site, opponent loses 1 Force. Effect canceled unless your characters of destiny < 4 occupy two battleground sites. Security Precautions Endor 13-securityprecautions Dark Effect 5 R [1-dot] Deploy on a location. Your Force generation is +1 here. Also, if you 'probe' opponent's 'Hidden Base' system, opponent loses X Force, where X = 15 - number of systems on table. You take no battle damage where you have a 'probe' card. (Immune to Alter.) Sergeant Barich Endor 13-sergeantbarich Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 3 Pilot, Warrior Adds 2 to power of anything he pilots (or 3 to any speeder bike). When in a battle with your other biker scout, may draw one battle destiny and subtract that amount from opponent's attrition and total power. Sergeant Elsek Endor 13-sergeantelsek Dark Character -- Imperial 3 U [1-dot] Pow: 1 Abil: 1 1 3 Pilot, Warrior Adds 3 to power of any speeder bike he pilots. When in battle with Avarik, adds 2 to your total battle destiny. When forfeited at same site as your other biker scout, also satisfies all remaining attrition and battle damage against you. Sergeant Irol Endor 13-sergeantirol Dark Character -- Imperial 2 R [1-dot] Pow: 2 Abil: 2 2 3 Pilot, Warrior May deploy -1 as a 'react' to any forest, jungle or exterior Endor site. Adds 3 to power of any speeder bike he pilots. When vehicle he drives or pilots is targeted by High-speed Tactics or Get Alongside That One, adds 2 to your destiny draw. Sergeant Tarl Endor 13-sergeanttarl Dark Character -- Imperial 3 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior While Tarl is the trooper targeted by Spice Mines of Kessel, that Utinni Effect is immune to Alter and Tarl adds 4 to Force retrieved when completed. Subtracts 3 from Force opponent retrieves with Noble Sacrifice. Sergeant Wallen Endor 13-sergeantwallen Dark Character -- Imperial 3 R [1-dot] Pow: 2 Abil: 2 2 3 Warrior May deploy for free to a battle you just initiated at a battleground site. Sneak Attack Endor 13-sneakattack Dark Interrupt -- Used or Lost 4 C [1-dot] USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique ([1-dot]) scouts and unique ([1-dot]) spies are each power +1 (or +2 while being attacked by a creature). Speeder Bike [d] Endor 13-speederbike Dark Vehicle -- Combat: Speeder Bike 4 C Pow: 1 Man: 5 Land: 5 1 3 May add 1 pilot and 1 passenger. May move as a 'react'. When piloted, vehicle and scouts aboard are immune to attrition < 4. Pilot's power = 0. If lost, characters aboard may 'jump off' (disembark). Speeder Bike Cannon Endor 13-speederbikecannon Dark Weapon -- Vehicle 4 U Use 1 Force to deploy on your speeder bike, 2 on your swoop. Vehicle is power +2. May target a character, creature or vehicle for free. Draw destiny. Target hit if destiny + 1 > defense value. Tempest 1 Endor 13-tempest1 Dark Vehicle -- Combat: AT-AT 1 R [1-dot] Pow: 6 Arm: 7 Land: 1 6 6 Pilot, Scomp Link May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 2. Each of its weapon destiny draws is +1. Tempest Scout Endor 13-tempestscout Dark Vehicle -- Combat: AT-ST 3 U Pow: 3 Arm: 4 Land: 3 3 4 Pilot, Scomp Link May add 1 pilot or passenger. May move as a 'react' for 1 additional Force. Permanent pilot provides ability of 1. Your Elite Squadron stormtroopers are deploy -1 to same site. Tempest Scout 1 Endor 13-tempestscout1 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 3 Arm: 4 Land: 3 2 4 Pilot, Scomp Link May add 2 pilots or passengers. May move as a 'react' for free. When Arnet piloting, immune to attrition < 4 and adds 1 to attrition against opponent. Tempest Scout 2 Endor 13-tempestscout2 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 3 Arm: 4 Land: 3 2 4 Scomp Link Deploy -1 to Endor. May add 2 pilots or passengers. May move as a 'react'. Immune to attrition < 3 when Marquand piloting. Your scouts may move here as a 'react'. Tempest Scout 3 Endor 13-tempestscout3 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 3 Arm: 4 Land: 4 3 4 Pilot, Scomp Link May deploy or move as a 'react' to a forest or Endor site. May add 1 pilot or passenger. Permanent pilot provides ability of 2. Tempest Scout 4 Endor 13-tempestscout4 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 4 Arm: 4 Land: 2 3 4 Pilot, Scomp Link May add 1 pilot or passenger. Permanent pilot provides ability of 1. AT-ST Dual Cannon deploys free aboard and may target at an adjacent site. Tempest Scout 5 Endor 13-tempestscout5 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 3 Arm: 4 Land: 3 3 4 Pilot, Scomp Link May add 1 pilot or passenger. May move as a 'react'. Permanent pilot provides ability of 1. Adds 1 to your total power in battle at same site for each of your other piloted combat vehicles present. Tempest Scout 6 Endor 13-tempestscout6 Dark Vehicle -- Combat: AT-ST 3 R [1-dot] Pow: 3 Arm: 3 Land: 3 3 4 Pilot, Scomp Link May deploy -2 as a 'react'. May move as a 'react' for free. Permanent pilots provide total ability of 2. Well-earned Command Endor 13-wellearnedcommand Dark Effect 4 R [1-dot] Deploy on your general or commander. When battling, adds 1 to your total battle destiny (or 2 if Igar). Once during each of your control phases, may take one Imperial Propaganda into hand from Reserve Deck; reshuffle. Your Force drains are +1 at holosites. Wounded Warrior Endor 13-woundedwarrior Dark Interrupt -- Used 4 R [1-dot] Cancel Leia's game text for remainder of turn. OR If your weapon (except a lightsaber) just 'hit' an opponent's character, for remainder of turn that character is power = 0 and may not apply ability toward drawing battle destiny. You Rebel Scum Endor 13-yourebelscum Dark Interrupt -- Lost 4 R [1-dot] For remainder of turn, cancel game text of one Rebel present with two stormtroopers. OR During your control phase, cancel game text of one non-unique Rebel for remainder of turn. A280 Sharpshooter Rifle Endor 14-a280sharpshooterrifle Light Weapon -- Character 3 R [2-dot] Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle at same or adjacent site for free. Draw destiny. Add 2 if warrior is alone and target is at an adjacent site. Target hit if total destiny > defense value. Aim High [effect] Endor 14-aimhigh Light Effect 3 R [1-dot] Deploy on table. When you fire two weapons (except lightsabers) in a battle, your total power is +5. Also, whenever opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.) Battle Plan [effect] Endor 14-battleplan Light Effect 3 U [1-dot] Deploy on table. You may initiate battles for free. Also, for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site (except a holosite) and a battleground system. (Immune to Alter.) BlasTech E-11B Blaster Rifle Endor 14-blasteche11bblasterrifle Light Weapon -- Character 2 C Use 2 Force to deploy on your scout warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value. May fire repeatedly for 2 Force each time. Captain Yutani Endor 14-captainyutani Light Character -- Rebel 3 U [1-dot] Pow: 3 Abil: 1 2 3 Warrior Once during each of your deploy phases, may deploy one artillery weapon or Portable Fusion Generator to same site from Reserve Deck; reshuffle. May move Medium Repeating Blaster Cannon by himself (for free). Careful Planning Endor 14-carefulplanning Light Interrupt -- Used Or Starting 5 C [1-dot] USED: If a battle was just initiated, draw destiny and activate up to that much Force. STARTING: If you have not deployed an Objective, deploy from Reserve Deck one battleground site (or two [Diamond] sites) related to your starting location. Place Interrupt in Reserve Deck. Chandrila Endor 14-chandrila Light Location -- System 0 U [1-dot] Planet, Parsec: 4 LIGHT(2): If you occupy with a capital starship, Force generation +2 for you here. Mon Mothma deploys -2 at any Chandrila location. DARK(1): If you control with two Star Destroyers, Force drain +1 here. If you control with no capital starships, Force drain -1 here. Chewbacca Of Kashyyyk Endor 14-chewbaccaofkashyyyk Light Character -- Rebel 1 R [1-dot] Pow: 6 Abil: 2 6 7 Pilot, Warrior Deploys -2 on Endor. Adds 2 to power of anything he pilots. When targeted by a weapon, may 'roar' (defense value = 4). When on Endor during your deploy phase, may deploy Lumat and/or Wuta for free here from Reserve Deck; reshuffle. Chewbacca's Bowcaster Endor 14-chewbaccasbowcaster Light Weapon -- Character 2 R [1-dot] Deploy on Chewie, or use 4 Force to deploy on your other Wookiee. May target a character, creature or vehicle using 3 Force (for free if Chewie firing). Draw two destiny. Target hit if total destiny > defense value. If hit by Chewie, target's forfeit = 0. Chewie's AT-ST Endor 14-chewiesatst Light Vehicle -- Combat: AT-ST 4 R [1-dot] Pow: 3 Arm: 4 Land: 3 2 5 Scomp Link Deploy only to Endor or same site as Chewie or opponent's AT-ST. May add 2 pilots or passengers. Subtracts 1 from power of other AT-STs at same site. Immune to attrition < 4 when Chewie piloting. Chief Chirpa Endor 14-chiefchirpa Light Character -- Alien 2 R [1-dot] Pow: 0 Abil: 2 3 2 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. Once during each of your deploy phases, may deploy one non-unique Ewok to same Endor site from Reserve Deck; reshuffle. Commando Training Endor 14-commandotraining Light Effect 3 C [1-dot] Deploy on your side of table. Each of your non-unique Rebels armed with a non-unique blaster is forfeit +2, adds 1 to his total weapon destiny and, where present, cumulatively adds 1 to total battle destiny. (Immune to Alter while your non-unique blaster is on table.) Corporal Beezer Endor 14-corporalbeezer Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 3 Warrior Prevents opponent from 'reacting' to same site. Once during each of your deploy phases, may deploy one device to same location from Reserve Deck; reshuffle. Rebels of ability < 3 and [Endor set] Rebels are immune to Scanning Crew. Corporal Delevar Endor 14-corporaldelevar Light Character -- Rebel 2 U [1-dot] Pow: 1 Abil: 2 2 4 Warrior Prevents your characters from having their forfeit reduced at same location (and at Hoth sites if Delevar is at Echo Med Lab). When with your FX droid, once per turn allows your character just forfeited from same site to be placed in Used Pile. Corporal Janse Endor 14-corporaljanse Light Character -- Rebel 3 U [1-dot] Pow: 2 Abil: 2 2 4 Warrior When firing a character weapon, adds 1 to each weapon destiny draw. When Janse fires an A280 Sharpshooter Rifle at a character at an adjacent site and is using Sorry About The Mess, it is a Used Interrupt. Corporal Kensaric Endor 14-corporalkensaric Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 2 2 4 Warrior When present at an exterior site battleground site with your other scout, adds 2 (or 1 if Goo Nee Tay on table) to deploy cost of opponent's characters, vehicles and starships to same site. Count Me In Endor 14-countmein Light Effect 5 R [1-dot] Deploy on Leia if That's One is on table. I Know is a Used Interrupt. Once per battle, when Leia is battling with Han and Chewie and you are about to draw a card for battle or weapon destiny, you may instead use Leia's ability number. Covert Landing Endor 14-covertlanding Light Interrupt -- Used Or Lost 4 U [1-dot] USED: If your shuttle (including a shuttle vehicle) is in battle, add one battle destiny. LOST: If your starfighter just landed at a site where opponent has no presence, deploy scouts (and weapons on those scouts) aboard it (capacity permitting) from Reserve Deck; reshuffle. Daughter Of Skywalker Endor 14-daughterofskywalker Light Character -- Rebel 1 R [1-dot] Pow: 4 Abil: 5 Force-Sensitive 7 8 Pilot, Warrior Deploys -3 on Tydirium, Endor or Dagobah. May be deployed instead of Luke by Mind What You Have Learned (that card then targets Leia instead of Luke for remainder of game). While at any exterior site, adds one Light side icon. Immune to attrition < 4. Deactivate The Shield Generator Endor 14-deactivatetheshieldgenerator Light Epic Event 0 R Deploy on Bunker. During your control phase, if you control Bunker with a Rebel, attempt to 'blow away' Bunker as follows: Charges! Come On, Come On!: Draw two destiny. Add 3 to total for each Explosive Charge on Bunker. Move! Move! Move!: If total destiny > 12, your characters here may relocate to Back Door for free, Bunker and Landing Platform (if on table) are 'blown away,' opponent loses 8 Force and this card is lost. Dresselian Commando Endor 14-dresseliancommando Light Character -- Rebel 2 C Pow: 2 Abil: 2 3 2 Warrior Power +1 when at a forest, jungle or exterior Endor site. When in battle at an exterior site against a non-unique alien, adds one destiny to power only, prevents opponent from drawing more than one battle destiny and is immune to attrition < 4. Endor [l] Endor 14-endor Light Location -- System 0 U [1-dot] Planet, Parsec: 8 LIGHT(2): Force drain -1 here. To move your starship here from Sullust, Rendezvous Point or Haven requires -1 Force. DARK(2): If you have no Imperials on Endor, Force drain -1 Here. Endor: Back Door [l] Endor 14-endorbackdoor Light Location -- Site 0 U [1-dot] Exterior, Planet, Scomp Link LIGHT(2): During your move phase, you may move from Back Door to Bunker (or vice versa). DARK(2): If you control, during your move phase, you may move from Back Door to Bunker (or vice versa). Endor: Bunker [l] Endor 14-endorbunker Light Location -- Site 0 U [1-dot] Interior, Planet, Scomp Link LIGHT(0): Force drain +1 here. If you initiate a battle here, add one battle destiny. DARK(1): Once per game, you may deploy Endor Shield from Reserve Deck; reshuffle. Endor Celebration Endor 14-endorcelebration Light Interrupt -- Used 5 R [1-dot] Cancel Tatooine Occupation, Cloud City Occupation or Rebel Base Occupation. (Immune to Sense.) OR During your activate phase, activate 1 Force for each Endor battleground you occupy. Endor: Chief Chirpa's Hut Endor 14-endorchiefchirpashut Light Location -- Site 0 R [1-dot] Interior, Planet LIGHT(2): Your Ewoks are deploy -1 here. Chief Chirpa deploys free here. DARK(0): If you control Chief Chirpa's Hut, Ewoks at Endor sites are forfeit -1. Endor: Dense Forest [l] Endor 14-endordenseforest Light Location -- Site 0 C [1-dot] Exterior, Planet LIGHT(2): No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. DARK(1): No starships or vehicles here except speeder bikes, AT-STs, Ewok gliders and creature vehicles. Endor: Ewok Village [l] Endor 14-endorewokvillage Light Location -- Site 0 U [1-dot] Interior, Exterior, Planet LIGHT(1): No starships or vehicles here. Ewok devices and Ewok weapons deploy -1 here. DARK(1): No starships or vehicles here. If no Ewoks on Endor, Force drain +1 here. Endor: Great Forest [l] Endor 14-endorgreatforest Light Location -- Site 0 C [3-dot] Exterior, Planet LIGHT(1): Your character movement from here (except for Ewoks and scouts) requires +1 landspeed. DARK(1): Your character movement from here (except for Yuzzum and scouts) requires +1 landspeed. Endor: Hidden Forest Trail Endor 14-endorhiddenforesttrail Light Location -- Site 0 U [1-dot] Exterior, Planet LIGHT(2): During your move phase, your scouts may move between here and any exterior Endor site. DARK(1): If you occupy, opponent's Hidden Forest Trail game text is canceled. Endor: Landing Platform (Docking Bay) [l] Endor 14-endorlandingplatformdockingbay Light Location -- Site 0 C [1-dot] Interior, Exterior, Planet, Scomp Link LIGHT(1): Your docking bay transit from here requires 2 Force. DARK(1): Your docking bay transit from here requires 1 Force (free if your Imperial present). Endor: Rebel Landing Site (Forest) Endor 14-endorrebellandingsiteforest Light Location -- Site 0 R [1-dot] Exterior, Planet LIGHT(2): Your starfighters land here for free. Your droids and [Endor set] Rebels are deploy -1 here. DARK(1): If you occupy, opponent's Rebel Landing Site game text is canceled. Endor Scout Trooper Endor 14-endorscouttrooper Light Character -- Rebel 3 C Pow: 2 Abil: 1 2 3 Warrior Power -1 while not on Endor. While Endor Scout Trooper is on Endor, Lieutenant Page and each of your Rebel scouts of ability < 3 at same and adjacent exterior sites are immune to attrition < 2. Ewok And Roll Endor 14-ewokandroll Light Interrupt -- Used 5 C [1-dot] If opponent's creature vehicle or AT-ST just deployed or moved to where your Ewok is present, draw destiny. Creature vehicle lost if destiny > defense value. AT-ST crashed if destiny +2 > armor. OR If your Ewok is defending a battle, add 2 to your total power. Ewok Bow Endor 14-ewokbow Light Weapon -- Character 4 C Use 1 Force to deploy on your Ewok. May target a character or creature using 1 Force. Draw destiny. Add 1 for each other Ewok present who is armed with an Ewok Bow. Target hit if total destiny > defense value. Ewok Catapult Endor 14-ewokcatapult Light Weapon -- Artillery 7 U 2 4 Deploy on an exterior Endor site. Does not require a power source. Your Ewok present may target a vehicle with armor at same or adjacent site for free. Draw destiny. Add 1 for each Ewok present. Target crashes if total destiny > defense value. Ewok Glider Endor 14-ewokglider Light Vehicle -- Transport 5 C Pow: 1 Man: 2 Land: 2 1 2 May add 1 driver (must be an Ewok). Once per turn, when in battle, may target a character or creature present. Draw destiny. Target hit if destiny -1 > defense value. Ewok Log Jam Endor 14-ewoklogjam Light Interrupt -- Used 4 C [1-dot] If opponent's transport vehicle or AT-ST just deployed or moved to an Endor site, draw destiny. Add 1 for each of your Ewoks present. Vehicle lost if total destiny -1 > defense value. OR Lose 1 Force to take into hand a card you just drew for battle or weapon destiny. Ewok Rescue Endor 14-ewokrescue Light Interrupt -- Used 4 C If your Ewok is present with an escorted captive, draw destiny. Add 2 if Ewok is a scout. If total destiny > escort's defense value, captive is released. OR If your Ewok is defending a battle, up to three of your Ewoks at one exterior site may move as a 'react' (for free). Ewok Sentry Endor 14-ewoksentry Light Character -- Alien 3 C Pow: 0 Abil: 1 1 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. May deploy as a 'react'. May move as a 'react' (for free) to a battle where you have a unique (*) Ewok. Ewok Spear Endor 14-ewokspear Light Weapon -- Character 4 C Use 2 Force to deploy on your Ewok (free on Ewok Spearman). Adds 1 to power. May target a character or creature using 1 Force. Both players draw destiny. Target's power or ferocity for remainder of turn = 0 if your destiny + Ewok's power > opponent's destiny. Ewok Spearman Endor 14-ewokspearman Light Character -- Alien 3 C Pow: 1 Abil: 1 2 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor and present with any other Ewok, draws one battle destiny if not able to otherwise. Ewok Tribesman Endor 14-ewoktribesman Light Character -- Alien 3 C Pow: 0 Abil: 1 1 1 Power and forfeit +1 for each Light side icon at same Endor site. When forfeited at same site as your Ewok of ability > 1, may satisfy all remaining attrition against you. Explosive Charge Endor 14-explosivecharge Light Weapon -- Automated 4 U Deploy on an interior site you occupy. Immune to Overload. Place in Used Pile if opponent controls this site. If you just lost a battle opponent initiated here, may draw destiny. All cards (except Effects) here are lost if destiny > 4 (otherwise, Charge lost). Firefight Endor 14-firefight Light Interrupt -- Used 5 C During a battle, if you have weapons at both sites adjacent to that battle, add 3 to your total power and add one battle destiny. OR For remainder of turn, your scout at an exterior site is power +1 and adds 1 to each of that character's weapon destiny draws. Fly Casual Endor 14-flycasual Light Interrupt -- Used Or Lost 5 R [1-dot] USED: Cancel Early Warning Network or It's An Older Code. OR During your deploy phase, deploy one starship (deploy -1) and/or one pilot to a system even without presence or Force icons. LOST: Take one Tydirium or Tantive IV into hand from Reserve Deck; reshuffle. Free Ride Endor 14-freeride Light Interrupt -- Used 5 U [1-dot] If you control a location where opponent has a speeder bike, AT-ST or skiff, steal that vehicle (any characters aboard are lost). OR Peek at one card randomly selected from opponent's hand. If that card is a speeder bike, AT-ST or skiff, steal it into hand. General Crix Madine Endor 14-generalcrixmadine Light Character -- Rebel 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 6 Warrior Once during each of your deploy phases, may take one scout of ability < 3 into hand from Reserve Deck; reshuffle. While at your war room or aboard your capital starship, adds 1 to immunity to attrition of all your scouts who have immunity. General Solo Endor 14-generalsolo Light Character -- Rebel 1 R [1-dot] Pow: 4 Abil: 3 Force-Attuned 6 8 Pilot, Warrior Deploys -2 on Falcon, Tydirium or Endor. Adds 3 to power of anything he pilots. When in battle with Chewie (or another of your scouts at an exterior site), may use 2 Force to cancel one opponent's battle destiny just drawn. Immune to attrition < 3. Get Alongside That One Endor 14-getalongsidethatone Light Interrupt -- Used 4 U [1-dot] Target two non-creature vehicles with maneuver (one yours, one opponent's) present at same site. Both players draw destiny; add your vehicle's maneuver to your total. Lowest total loses vehicle. OR Your speeder bike piloted by Luke or a scout adds one battle destiny. Graak Endor 14-graak Light Character -- Alien 3 R [1-dot] Pow: 0 Abil: 1 2 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When opponent is losing Force from Force drains at same or adjacent Endor site, lost Force must come from Reserve Deck if possible. Here We Go Again Endor 14-herewegoagain Light Interrupt -- Lost 3 R [1-dot] If a battle that opponent initiated just ended, initiate a new battle at same location. 'Reacts' are allowed only for opponent, but cards may not 'react' away or hide from battle. Loser ignores battle damage. If your droid present there, add one battle destiny (two if C-3PO). I Have A Really Bad Feeling About This Endor 14-ihaveareallybadfeelingaboutthis Light Interrupt -- Used 5 C [1-dot] If opponent just initiated a battle where opponent has more than double your power, target your highest-ability character in that battle. Draw destiny. If destiny < target's ability, deploy one character there from hand (for free). I Hope She's All Right Endor 14-ihopeshesallright Light Effect 3 U [1-dot] Deploy on table. Your non-unique scouts are forfeit +1. During every draw phase, unless opponent's character of destiny < 4 occupies a battleground site, opponent loses 1 Force. Effect canceled unless your characters of destiny < 4 occupy two battleground sites. I Know Endor 14-iknow Light Interrupt -- Lost 5 R [1-dot] If Leia and Han are in a battle together, add two battle destiny. OR If opponent just initiated a battle against Han, you may 'react' by deploying there (for free) Leia and/or her matching weapon from hand and/or Reserve Deck; reshuffle. Insurrection Endor 14-insurrection Light Effect 5 U [1-dot] Deploy on table. Unique [1-dot] Rebels of ability < 3 are forfeit +2. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.) I Wonder Who They Found Endor 14-iwonderwhotheyfound Light Effect 1 U [1-dot] Deploy on Han or your war room. Once during each of your deploy phases, may take one That's One, Count Me In or I'm With You Too into hand from Reserve Deck; reshuffle. While Han is at an exterior battleground site, he is immune to attrition < 4. Kazak Endor 14-kazak Light Character -- Alien 3 R [1-dot] Pow: 0 Abil: 2 2 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When present at an Endor site, adds 1 to your Force drains at each Endor site where another of your Ewoks is present. Lieutenant Greeve Endor 14-lieutenantgreeve Light Character -- Rebel 3 R [1-dot] Pow: 3 Abil: 2 2 4 Warrior Adds 1 to each of his character weapon destiny draws (characters he 'hits' are forfeit -3). When firing an A280 Sharpshooter Rifle, may fire repeatedly at same target for 2 Force each time. Lieutenant Page Endor 14-lieutenantpage Light Character -- Rebel 2 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 4 Warrior Adds 1 to each of your battle destiny draws when with Derlin, Cracken or Madine at a site (or when with at least two of your other scouts at an exterior planet site). Your Rebel scouts deploy -1 to same exterior site (except Rebel Landing Site). Logray Endor 14-logray Light Character -- Alien 3 R [1-dot] Pow: 0 Abil: 2 2 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to total battle destiny wherever you have any Ewok at an Endor site. Lost In The Wilderness Endor 14-lostinthewilderness Light Interrupt -- Lost 4 R [1-dot] Cancel a Force drain at an exterior planet site where opponent has no vehicles or starships. Draw destiny. If destiny > number of opponent's characters at that site, choose one of those characters to be missing. Lumat Endor 14-lumat Light Character -- Alien 3 U [1-dot] Pow: 0 Abil: 1 1 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to total weapon destiny whenever you have any Ewok using an Ewok weapon at an Endor site. Mon Mothma Endor 14-monmothma Light Character -- Rebel 1 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 5 8 While at your war room, subtracts 1 from each opponent's battle destiny at all system locations and adds 2 to forfeit of all non-unique rebels. During your deploy phase, may deploy one non-unique Rebel from Reserve Deck and reshuffle. Orrimaarko Endor 14-orrimaarko Light Character -- Rebel 1 R [1-dot] Pow: 4 Abil: 4 Force-Sensitive 5 4 Warrior When Orrimaarko is in a battle you just won against an Imperial, opponent must lose 2 Force. Immune to attrition < 3 (or < 4 when present at a forest, jungle or exterior Endor site). Paploo Endor 14-paploo Light Character -- Alien 3 U [1-dot] Pow: 0 Abil: 2 2 1 Pilot Deploys only on Endor. Power and forfeit +1 for each light side icon at same Endor site. May pilot only speeder bikes. Once during each of your control phases, may take one Free Ride into hand from Reserve Deck; reshuffle. Rabin Endor 14-rabin Light Character -- Alien 3 U [1-dot] Pow: 0 Abil: 1 2 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. Where present, may substitute for a character just selected to be attacked by a creature. When attacking or being attacked, power +2 and may add one destiny. Rapid Deployment Endor 14-rapiddeployment Light Interrupt -- Lost 5 R [1-dot] At the beginning of your deploy phase, if you occupy an Endor or rebel base site, deploy up to 5 troopers there from Reserve Deck(those troopers deploy -1) and reshuffle. You may not deploy any other characters or starships this turn. Rebel Strike Team / Garrison Destroyed Endor 14-rebelstriketeam Light Objective 0/7 R Front (Rebel Strike Team): Deploy Endor system and Rebel Landing Site. {While} this side up, opponent loses no more than 1 Force from each of your Force drains at Endor locations. Once during each of your deploy phases, may use 2 Force to take one Bunker or Deactivate The Shield Generator into hand; reshuffle. {Flip} this card if Bunker 'blown away' or if, during your move phase, you control three exterior Endor sites (with two Rebel scouts at each). {Place} out of play if Endor 'blown away.' Back (Garrison Destroyed): {While} this side up, at each Endor site where you have a Rebel scout, your Force drains may not be modified or canceled by opponent, except by a 'react'. Rebel scouts are immune to attrition < 4. Once during each of your draw phases, may retrieve one Rebel scout of ability < 3. Your Epic Event destiny draws are each +2. {Flip} this card (unless Bunker 'blown away') if, during an opponent's move phase, opponent controls three exterior Endor sites or Endor system. {Place} out of play if Endor is 'blown away'. Romba Endor 14-romba Light Character -- Alien 3 R [1-dot] Pow: 0 Abil: 1 1 1 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When on Endor, adds 1 to your Force generation at each Endor site with an Ewok present. Sergeant Brooks Carlson Endor 14-sergeantbrookscarlson Light Character -- Rebel 2 R [1-dot] Pow: 3 Abil: 2 2 3 Warrior Landspeed = 2. Allows your other scouts present at same exterior site to move with him (using landspeed = 2) for free. Adds 1 to immunity to attrition of all your scouts present at same exterior site who have immunity. Sergeant Bruckman Endor 14-sergeantbruckman Light Character -- Rebel 2 R [1-dot] Pow: 2 Abil: 1 1 3 Warrior When opponent has just initiated a battle at same exterior site and all your ability here is provided by scouts, may reveal top card of Reserve Deck. If that card is a scout, may deploy it here for free (otherwise, replace on top of Reserve Deck). Sergeant Junkin Endor 14-sergeantjunkin Light Character -- Rebel 2 U [1-dot] Pow: 3 Abil: 2 3 4 Warrior When at Bunker, adds 1 to Deactivate The Shield Generator total for each Explosive Charge here. When Junkin uses a Concussion Grenade, all your characters are immune to that grenade and you may add or subtract 1 from weapon destiny draw. Sound The Attack Endor 14-soundtheattack Light Interrupt -- Used Or Lost 5 C [1-dot] USED: Use 1 Force to take into hand one vehicle, weapon or interrupt with 'Ewok' in the title from Reserve Deck; reshuffle. LOST: If your Ewok is defending a battle, add one battle destiny. Speeder Bike [l] Endor 14-speederbike Light Vehicle -- Combat: Speeder Bike 4 C Pow: 1 Man: 5 Land: 5 1 3 May add 1 pilot and 1 passenger. May move as a 'react'. When piloted, vehicle and scouts aboard are immune to attrition < 4. Pilot's power = 0. If lost, characters aboard may 'jump off' (disembark). Surprise Counter Assault Endor 14-surprisecounterassault Light Interrupt -- Lost 4 R Cancel Counter Assault. OR Use 4 Force to cancel opponent's Force drain at an exterior Endor site. Deploy (for free) from Reserve Deck any number of non-unique Ewoks to that site (Dark Side characters, vehicles and starships here may 'escape' to Used Pile). Take The Initiative Endor 14-taketheinitiative Light Interrupt -- Used Or Lost 3 C [1-dot] USED: If all of your ability in a battle is provided by scouts and/or spies, they each add 1 to your total battle destiny (limit +6). LOST: For remainder of turn, your unique ([1-dot]) scouts and unique ([1-dot]) spies are each power +1 (or +2 while being attacked by a creature). Teebo Endor 14-teebo Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 1 2 1 Deploys only on Endor. Power and forfeit +1 for each [Light Side Force] icon at same Endor site. While on Endor, adds 1 (or 2 if present with Logray) to forfeit of each of your Ewoks at Endor sites. That's One Endor 14-thatsone Light Effect 3 R [1-dot] Deploy on Chewie. He is immune to attrition < 4 at exterior sites. Visored Vision is immune to Sense. While at same battleground site as Han, Chewie adds 1 to each of his weapon destiny draws and Life Debt is a Used Interrupt during a battle there. This Is Absolutely Right Endor 14-thisisabsolutelyright Light Interrupt -- Used 5 R [1-dot] If Han and Leia are present together at a battleground site (and neither is Undercover), choose one of the following: Your Force drain is +1 at that site this turn. OR Opponent's Force drains at related locations are -1 next turn. OR Cancel This Is Still Wrong. Threepio Endor 14-threepio Light Character -- Droid 2 R [1-dot] Pow: 1 Protocol Droid 4 5 Deploys -2 on Endor. Adds 1 to attrition against opponent for each Ewok in battle at same site. If just lost from table during battle, may go to Used Pile. At same and related sites, [Cloud City set], [Jabba's Palace set], and [Endor set] characters are immune to Bad Feeling Have I. Throw Me Another Charge Endor 14-throwmeanothercharge Light Interrupt -- Used 6 U [1-dot] Take one automated weapon into hand from Reserve Deck; reshuffle. OR Add 1 to Deactivate The Shield Generator total. OR Cancel Trooper Charge, Blasted Droid, Trooper Assault or Dark Jedi Presence. Tydirium Endor 14-tydirium Light Starship -- Starfighter: Lambda-Class Shuttle 3 R [1-dot] Pow: 2 Man: 2 Hyp: 3 2 4 Nav Computer, Scomp Link May deploy (and your characters may deploy aboard) even without presence of Force icons. May add 2 pilots and 6 passengers. While Tydirium is at a system location, your scouts deploy -1 aboard. Were You Looking For Me? Endor 14-wereyoulookingforme Light Interrupt -- Used Or Lost 5 R USED: Take one or two communications or protocol droids (or one of each) into hand from Reserve Deck; reshuffle. LOST: Retrieve C-3PO. OR If C-3PO is in battle at a site, add one battle destiny (or two if with three Ewoks). Wicket Endor 14-wicket Light Character -- Alien 2 R [1-dot] Pow: 1 Abil: 2 3 2 Deploys only on Endor. Power and forfeit +1 for each Light side icon at same Endor site. When in battle, may target one opponent's character present. Draw destiny. Target excluded from battle if destiny > ability. Wokling Endor 14-wokling Light Effect 2 R [1-dot] Use 2 Force to deploy on an Endor site where you have an Ewok. Moves like a character. Adds one [Light Side Force] icon while your Ewok is present. Effect lost if you initiate a battle here or opponent controls this location. Wookiee Guide Endor 14-wookieeguide Light Interrupt -- Used 4 C [1-dot] Add 1 to landspeed of your scout at an exterior planet site for remainder of turn. OR If Han is with Leia or Chewie in battle, draw one destiny and subtract it from opponent's attrition against you. Wuta Endor 14-wuta Light Character -- Alien 3 U [1-dot] Pow: 0 Abil: 2 2 1 Deploys only on Endor. Power and forfeit +1 for each Light Force Icon at same Endor site. Once during each of your deploy phases, if at an exterior Endor site, may use 2 Force to deploy an Endor site from Reserve Deck; reshuffle. YT-1300 Transport Endor 14-yt1300transport Light Starship -- Starfighter: Modified Light Freighter 3 C Pow: 2 Man: 3 Hyp: 5 3 5 Pilot, Nav Computer, Independent, Scomp Link May add 1 pilot, 2 passengers and 1 vehicle. Has ship-docking capability. Permanent pilot provides ability of 1. Quad Laser Cannon and Surface Defense Cannon may deploy (and fire free) aboard. Yub Yub! Endor 14-yubyub Light Interrupt -- Used Or Lost 4 C [1-dot] USED: Add 1 to forfeit of each of your Ewoks for remainder of turn. LOST: Retrieve one card with 'Ewok' in the title. OR Cancel Dead Ewok, Imperial Tyranny or Empire's New Order. 4-LOM With Concussion Rifle EnhancedCloudCity 15-4lomwithconcussionrifle Dark Character -- Droid 3 PM [1-dot] Pow: 2 Arm: 3 Protocol Droid 3 3 Warrior, Permanent Weapon Adds one battle destiny if with Jabba or Zuckuss. Permanent weapon is 4-LOM's Concussion Rifle (may target a character for free; target may not use its game text for remainder of turn). Any Methods Necessary EnhancedCloudCity 15-anymethodsnecessary Dark Interrupt -- Used or Starting 4 PM [1-dot] USED: Activate 1 Force. STARTING: Take into hand from Reserve Deck one prison and one bounty hunter (may also take a matching weapon and/or starship). When you draw your starting hand, draw six more cards instead of eight. Place Interrupt in Reserve Deck. Boba Fett In Slave I EnhancedCloudCity 15-bobafettinslavei Dark Starship -- Starfighter: Firespray-Class Attack Ship 1 PM [1-dot] Pow: 4 Man: 4 Hyp: 4 7 4 Independent, Pilot, Nav Computer, Scomp Link May add 3 passengers. Permanent pilot is Boba Fett, who provides ability of 3, adds 3 to power, adds 2 to maneuver and draws one battle destiny if not able to otherwise. Immune to attrition < 5. Crush The Rebellion EnhancedCloudCity 15-crushtherebellion Dark Effect 4 PM [1-dot] Deploy on table. Once per turn, may take I Have You Now or Evader into hand from Reserve Deck; reshuffle. At mobile sites, opponent draws no more than two battle destiny per battle. Evader is immune to Sense. May lose 1 Force to cancel Clash of Sabers. (Immune to Alter.) Dengar In Punishing One EnhancedCloudCity 15-dengarinpunishingone Dark Starship -- Starfighter: Corellian Jm 5000 1 PM [1-dot] Pow: 2 Man: 5 Hyp: 3 5 5 Independent, Pilot, Nav Computer, Scomp Link Permanent pilot is Dengar, who provides ability of 2 and adds 2 to power. When in battle, adds 1 to total battle destiny for each opponent's starship present. Cancels opponent's immunity to attrition here. IG-88 With Riot Gun EnhancedCloudCity 15-ig88withriotgun Dark Character -- Droid 1 PM [1-dot] Pow: 4 Arm: 5 Assassin Droid 5 3 Pilot, Warrior, Permanent Weapon May initiate battle. Permanent weapon is riot gun (may target a character for free; draw destiny; target captured if destiny +1 > defense value). Adds one battle destiny if alone or with your other bounty hunter. Immune to Restraining Bolt and purchase. This Deal Is Getting Worse All The Time / Pray I Don't Alter It Any Further EnhancedCloudCity 15-thisdealisgettingworseallthetime Dark Objective 0/7 PM Front (This Deal Is Getting Worse All The Time): Deploy one Cloud City battleground site. May deploy Secret Plans and/or All Wrapped Up. {While} this side up, once during each of your deploy phases, may take Bespin system, Bespin: Cloud City, Dark Deal or Cloud City Occupation into hand from Reserve Deck; reshuffle. Your [Cloud City set], [Jabba's Palace set] and [Special Edition set] characters are immune to Goo Nee Tay when deploying to Bespin Locations. {Flip} this card if Dark Deal on table and you occupy Bespin System and Bespin: Cloud City. Back (Pray I Don't Alter It Any Further): {While} this side up, Surreptitious Glance may not cancel Dark Deal, The Planet That It's Farthest From is suspended if targeting Bespin. Opponent loses 8 Force when you play All Too Easy. At each Bespin location you control with an Imperial, your Force drains may not be modified by opponent. If you have an alien/imperial pair in battle, your total battle destiny is +2 (+4 if alien is an Ugnaught). {Flip} this card if Dark Deal is cancelled, if opponent controls Bespin or if Bespin is 'blown away'. Chewie With Blaster Rifle EnhancedCloudCity 16-chewiewithblasterrifle Light Character -- Rebel 1 PM [1-dot] Pow: 6 Abil: 2 5 5 Pilot, Warrior, Permanent Weapon Adds 3 to power of any freighter he pilots. Adds one battle destiny if with C-3P0. Permanent weapon is blaster rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny > defense value). Lando In Millennium Falcon EnhancedCloudCity 16-landoinmillenniumfalcon Light Starship -- Starfighter: Modified Light Freighter 2 PM [1-dot] Pow: 3 Man: 3 Hyp: 5 5 6 Independent, Pilot, Nav Computer, Scomp Link May add 1 pilot and 2 passengers. Permanent pilot is Lando, who provides ability of 3 and adds 3 to power. May not be piloted by Han unless he won a hand of sabacc this game. Immune to attrition < 5. Lando With Blaster Pistol EnhancedCloudCity 16-landowithblasterpistol Light Character -- Alien 1 PM [1-dot] Pow: 3 Abil: 3 Force-Attuned 4 5 Pilot, Warrior, Permanent Weapon Adds 2 to power of anything he pilots. Adds one battle destiny if with your other alien on Cloud City. Permanent weapon is blaster pistol (may target a character for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). Quiet Mining Colony / Independent Operation EnhancedCloudCity 16-quietminingcolony Light Objective 0/7 PM Front (Quiet Mining Colony): Deploy Bespin system and one Cloud City battleground site. {While} this side up, once during each of your deploy phases, may use 1 Force to deploy a site (or cloud sector) to Bespin from Reserve Deck; reshuffle. Opponent loses no more than 1 Force from each of your Force drains at Bespin locations. {Flip} this card if opponent controls no Bespin locations and you control Bespin: Cloud City and at least two Cloud City sites (one if Lando or Lobot on Cloud City). {Place} out of play if Bespin is 'blown away' Back (Independent Operation): {While} this side up, your aliens, cloud cars and [Independent] starships are immune to attrition < 4. At each Bespin location you control with an alien, your Force drains may not be modified or canceled by opponent. Your [Independent] starships are deploy -1. Once during each of your deploy phases, you may deploy one docking bay from Reserve Deck; reshuffle. {Flip} this card if opponent controls Bespin system (or three Cloud City sites and/or Bespin cloud sectors). {Place} out of play if Bespin is 'blown away'. Z-95 Bespin Defense Fighter EnhancedCloudCity 16-z95bespindefensefighter Light Starship -- Starfighter: Modified Z-95 Headhunter 2 PM [3-dot] Pow: 2 Man: 4 Hyp: 2 2 3 Independent, Pilot, Nav Computer, Scomp Link Permanent pilot provides ability of 1 and adds 1 to power. May add one alien pilot (suspends permanent pilot). Power +2 at Bespin locations. May be carried aboard starships like a vehicle. Bossk With Mortar Gun EnhancedJabbasPalace 17-bosskwithmortargun Dark Character -- Alien 1 PM [1-dot] Pow: 4 Abil: 2 5 3 Pilot, Warrior, Permanent Weapon Adds 2 to power of anything he pilots. Permanent weapon is Bossk's Mortar Gun (may fire for free; draw destiny; may subtract or add 1 if at same site as a bounty; choose one character with that destiny number present to be captured.) Court Of The Vile Gangster / I Shall Enjoy Watching You Die EnhancedJabbasPalace 17-courtofthevilegangster Dark Objective 0/7 PM Front (Court Of The Vile Gangster): Deploy Audience Chamber, Great Pit Of Carkoon and Dungeon. {While} this side up, once during each of your deploy phases, may deploy one docking bay or [Independent] starship from Reserve Deck; reshuffle. Bounty Hunters are forfeit +2 and immune to Goo Nee Tay. You may not play Scanning Crew. Each player loses 1 Force at end of each of their deploy phases unless that player has a non-droid character at a Tatooine battleground site. {Flip} this card if you have two captives (or a captive of ability > 2) at any Jabba's Palace site(s). Back(I Shall Enjoy Watching You Die): {While} this side up, once during each of your deploy phases, may deploy Sarlacc, Rancor or Rancor Pit from Reserve Deck; reshuffle. Captives targeted by trap door are immediately relocated to Rancor Pit (do not draw destiny) and Trap Door may not be canceled. Opponent loses Force equal to forfeit value of each opponent's character eaten by a Rancor or Sarlacc (place that character out of play). {Flip} this card if you have no captives at Tatooine sites and opponent has no character at same site as Rancor. Dengar With Blaster Carbine EnhancedJabbasPalace 17-dengarwithblastercarbine Dark Character -- Alien 2 PM [1-dot] Pow: 3 Abil: 2 5 3 Pilot, Warrior, Permanent Weapon Adds 2 to the power of anything he pilots. Permanent weapon is Dengar's Blaster Carbine (may target a character, creature or vehicle for free; target hit, and its forfeit = 0, if destiny +1 > defense value; may be fired twice per battle). IG-88 In IG-2000 EnhancedJabbasPalace 17-ig88inig2000 Dark Starship -- Starfighter: Trilon Aggressor 1 PM [1-dot] Pow: 3 Man: 3 Hyp: 3 5 4 Independent, Pilot, Nav Computer, Scomp Link May add 2 passengers. Permanent pilot is IG-88, who adds 2 to power and 3 to maneuver. May initiate battle. When in a battle you initiate, adds one battle destiny. Ion Cannon may deploy aboard. Jodo Kast EnhancedJabbasPalace 17-jodokast Dark Character -- Alien 2 PM [1-dot] Pow: 3 Abil: 3 Arm: 5 4 3 Warrior When in battle, if opponent draws more than one battle destiny, may cancel one. Once per turn, when firing a rifle or blaster, may target for free and add 2 to total weapon destiny. May be targeted by Hidden Weapons. May 'fly' (landspeed = 3). Mara Jade's Lightsaber EnhancedJabbasPalace 17-marajadeslightsaber Dark Weapon -- Character 1 PM [1-dot] Use 1 Force to deploy on Mara Jade. May add 1 to Force Drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. Mara Jade, The Emperor's Hand EnhancedJabbasPalace 17-marajadetheemperorshand Dark Character -- Alien/Imperial 1 PM [1-dot] Pow: 4 Abil: 5 Force-Sensitive 5 7 Pilot, Warrior Adds 2 to power of anything she pilots. Power +2 if Emperor on table. May be targeted by Vader's Obsession and Epic Duel instead of Vader. Once per game, may deploy a weapon on her from Reserve Deck; reshuffle. Immune to attrition < 4. Zuckuss In Mist Hunter EnhancedJabbasPalace 17-zuckussinmisthunter Dark Starship -- Starfighter: Byblos G-1A Transport 1 PM [1-dot] Pow: 2 Man: 3 Hyp: 5 6 5 Independent, Pilot, Nav Computer, Scomp Link May add 1 pilot and 3 passengers. Permanent pilot is Zuckuss, who provides ability of 4 and adds 2 to power. Unless opponent has total ability > 6 piloting here, opponent's total battle destiny here = zero. Boushh EnhancedJabbasPalace 18-boushh Light Character -- Rebel 1 PM [1-dot] Pow: 3 Abil: 4 Arm: 4 6 7 Pilot, Warrior Deploys only to a site (-2 on Tatooine or Coruscant) as an Undercover Spy. While undercover at an opponents site, prevents opponent from modifying or canceling your Force Drains at opponent's related sites. Immune to Attrition < 3. Master Luke EnhancedJabbasPalace 18-masterluke Light Character -- Rebel 1 PM [1-dot] Pow: 6 Abil: 5 Force-Sensitive 7 7 Pilot, Warrior Deploys -2 on Tatooine. Power -2 when present with Vader. Adds 2 to power of anything he pilots. When in battle, may target one opponent's alien present. Draw destiny. Target returns to opponent's hand if destiny > ability. Immune to attrition < 4. See-Threepio EnhancedJabbasPalace 18-seethreepio Light Character -- Droid 2 PM [1-dot] Pow: 1 Protocol Droid 3 4 Deploys only to a Jabba's Palace site. Once per game, when replacing another C-3PO, retrieve 3 Force. When in battle with your other droid and a Rebel, adds one battle destiny. R2-D2 deploys and moves for free to same location. You Can Either Profit By This... / Or Be Destroyed EnhancedJabbasPalace 18-youcaneitherprofitbythis Light Objective 0/7 PM Front (You Can Either Profit By This...): Deploy Tatooine:Jabba's Palace and Audience Chamber (with Han frozen there, he may not be moved when frozen). Opponent may deploy up to 2 aliens at Audience Chamber. {While} this side up, opponent may not Force Drain at Audience Chamber and you may not Force drain at Tatooine locations. You may not play Frozen Assets. Luke, C-3PO and R2-D2 are deploy -2 at Jabba's Palace sites. Master Luke deploys for free. {Flip} this card if Han is on Tatooine and not a captive. {Place} out of play it Tatooine is blown away. Back (Or Be Destroyed): {Immediately} retrieve 5 Force (or 10 if Han has power < 4) once per game. {While} this side up, cancels the text of Bad Feeling Have I. Your unpiloted starfighters may deploy to exterior Tatooine locations. During your control phase, opponent loses 1 Force for each battleground location occupied by Han, Luke, Leia, Chewie, or Lando. {Flip} this card if Han is captured or not on table. Boba Fett With Blaster Rifle EnhancedPremiere 19-bobafettwithblasterrifle Dark Character -- Alien 1 PM [1-dot] Pow: 4 Abil: 3 Arm: 5 5 5 Pilot, Warrior, Permanent Weapon Adds 3 to power of anything he pilots. Adds one battle destiny if with Han or Jabba. Permanent weapon is Boba Fett's Blaster Rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). Darth Vader With Lightsaber EnhancedPremiere 19-darthvaderwithlightsaber Dark Character -- Imperial 1 PM [1-dot] Pow: 6 Abil: 6 Dark Jedi 6 7 Pilot, Warrior, Permanent Weapon Adds 3 to power of anything he pilots. Permanent weapon is Vader's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). Han With Heavy Blaster Pistol EnhancedPremiere 20-hanwithheavyblasterpistol Light Character -- Rebel 1 PM [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 6 Pilot, Warrior, Permanent Weapon Adds 3 to power of anything he pilots. Adds one battle destiny if with Luke or Chewie. Permanent weapon is Han's Heavy Blaster Pistol (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). Leia With Blaster Rifle EnhancedPremiere 20-leiawithblasterrifle Light Character -- Rebel 1 PM [1-dot] Pow: 3 Abil: 4 Force-Sensitive 4 6 Pilot, Warrior, Permanent Weapon Adds 1 to power of anything she pilots. Adds one battle destiny if with Han. Permanent weapon is Leia's Blaster Rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value). Luke With Lightsaber EnhancedPremiere 20-lukewithlightsaber Light Character -- Rebel 1 PM [1-dot] Pow: 5 Abil: 5 Force-Sensitive 5 7 Pilot, Warrior, Permanent Weapon Adds 2 to power of anything he pilots. Permanent weapon is Luke's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). Obi-Wan With Lightsaber EnhancedPremiere 20-obiwanwithlightsaber Light Character -- Rebel 1 PM [1-dot] Pow: 5 Abil: 6 Jedi Knight 5 8 Warrior, Permanent Weapon Permanent weapon is Obi-Wan's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value). A Dark Time For The Rebellion Hoth 21-adarktimefortherebellion Dark Interrupt -- Lost 4 C1 [1-dot] If opponent just deployed a planet site, search through your Reserve Deck for the related system and immediately deploy it. Shuffle, cut and replace. Admiral Ozzel Hoth 21-admiralozzel Dark Character -- Imperial 0 R1 [1-dot] Pow: 3 Abil: 2 0 4 Pilot Adds 2 to the power of anything he pilots. Subtracts 1 from deploy cost of each of your capital starships at same system. Lost if Vader on table and opponent 'reacts' to same location as Ozzel. AT-AT Cannon Hoth 21-atatcannon Dark Weapon -- Vehicle 3 U1 Use 2 Force to deploy on your AT-AT. May target a starfighter (use 3 as defense value), character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 1 if targeting a character or creature, 2 if a vehicle. Target hit if total destiny > defense value. AT-AT Driver Hoth 21-atatdriver Dark Character -- Imperial 1 C2 Pow: 1 Abil: 1 2 2 Pilot Adds 2 to power of any combat vehicle he pilots (3 if combat vehicle is an AT-AT). Blizzard 1 Hoth 21-blizzard1 Dark Vehicle -- Combat: AT-AT 2 R1 [1-dot] Pow: 7 Arm: 7 Land: 1 6 7 Scomp Link May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. When using AT-AT cannon to Target The Main Generator, adds 1 to total. Blizzard 2 Hoth 21-blizzard2 Dark Vehicle -- Combat: AT-AT 2 R2 [1-dot] Pow: 6 Arm: 8 Land: 1 6 6 Pilot, Scomp Link May add 1 pilot and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Permanent pilot provides ability of 2. Blizzard Scout 1 Hoth 21-blizzardscout1 Dark Vehicle -- Combat: AT-ST 4 R1 [1-dot] Pow: 3 Arm: 4 Land: 3 3 5 Pilot, Scomp Link May add 1 pilot or passenger. May move as a 'react.' Power +1 at any Hoth site. Permanent pilot provides ability of 1. Blizzard Walker Hoth 21-blizzardwalker Dark Vehicle -- Combat: AT-AT 1 U2 [3-dot] Pow: 6 Arm: 7 Land: 1 6 6 Scomp Link May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not be increased. Breached Defenses Hoth 21-breacheddefenses Dark Effect -- Immediate 4 U2 [1-dot] If an Imperial just moved to an Echo site, deploy on your side of table. While you have presence at an Echo site, your total power is +1 in battles at Hoth sites. Captain Lennox Hoth 21-captainlennox Dark Character -- Imperial 2 U1 [1-dot] Pow: 2 Abil: 2 3 5 Pilot, Warrior Adds 2 to power of anything he pilots (3 if starship is Tyrant). When on a Star Destroyer, may use its tractor beam once during each of your control phases. Captain Piett Hoth 21-captainpiett Dark Character -- Imperial 2 R2 [1-dot] Pow: 2 Abil: 3 Force-Attuned 3 4 Pilot Power +1 when at same site as Vader. Adds 2 to power of anything he pilots (3 if starship is Executor). May use 1 Force to take one Probe Droid into hand from Reserve Deck; reshuffle. Cold Feet Hoth 21-coldfeet Dark Interrupt -- Used 5 C2 Target a character at any marker site. Draw destiny. If site under 'nighttime conditions,' add 2 to destiny draw. If total destiny > ability, character may not move for remainder of turn. Collapsing Corridor Hoth 21-collapsingcorridor Dark Interrupt -- Lost 2 R2 [1-dot] If you just moved an AT-AT to innermost marker, target one underground site on Hoth. Draw destiny. Target 'collapsed' if destiny > marker number. ComScan Detection Hoth 21-comscandetection Dark Interrupt -- Used 4 C2 If opponent just moved a character, vehicle or starship as a 'react' to a location, you may immediately move one vehicle or starship, if within range, to that location (at normal use of Force). Crash Landing Hoth 21-crashlanding Dark Interrupt -- Used 4 U1 If you have a piloted AT-AT present at a site, target opponent's non-creature vehicle present at same or adjacent exterior site. Draw destiny. If AT-AT has a vehicle weapon, add 1 to destiny draw. Target 'crashes' if total destiny > 3. Death Mark Hoth 21-deathmark Dark Effect -- Utinni 5 R1 [1-dot] Use 3 Force to deploy on any exterior planet site. Target an opponent's smuggler. Each turn opponent must lose 1 Force at beginning of opponent's control phase. Utinni Effect canceled when reached by target (target goes to Used Pile). Death Squadron Hoth 21-deathsquadron Dark Effect 3 U1 [1-dot] Deploy on any system. Adds X to total power of your starships at that system, where X = number of your starships present. Your troopers and combat vehicles may shuttle to related sites for free. Debris Zone Hoth 21-debriszone Dark Interrupt -- Used 5 R2 If an AT-AT, an AT-ST, Jabba's Sail Barge or Planet Defender Ion Cannon has just been lost at a site, draw destiny. All cards with that destiny number at that site are lost. Deflector Shield Generators Hoth 21-deflectorshieldgenerators Dark Device 4 U2 Use 3 Force to deploy on any Star Destroyer. Adds 2 to armor. If starship has immunity to attrition, also adds 2 to immunity. Direct Hit Hoth 21-directhit Dark Interrupt -- Used or Lost 4 U1 Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3. Electro-Rangefinder Hoth 21-electrorangefinder Dark Device 6 U1 Use 2 Force to deploy on any AT-AT Cannon. It may fire at targets two sites away. Also, when used to Target The Main Generator, adds 1 to total. E-web Blaster Hoth 21-ewebblaster Dark Weapon -- Artillery 5 C1 3 1 Deploy on any site. May be moved with two warriors for 1 additional Force. Your warrior present may target a starfighter (use 5 as defense value), character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value. Exhaustion Hoth 21-exhaustion Dark Interrupt -- Lost 5 U2 [1-dot] Opponent must lose 1 Force for each of opponent's missing characters on table. OR Select one missing character under 'nighttime conditions' to be lost. Exposure Hoth 21-exposure Dark Interrupt -- Lost 2 U1 Use X Force during your control phase, where X = the total number of characters present or missing at exterior marker sites under 'nighttime conditions.' Those characters are lost. Frostbite [d] Hoth 21-frostbite Dark Effect 4 C2 Deploy on Hoth system. At the end of each player's turn, for every character that player has present at a marker site under 'nighttime conditions,' that player must lose 1 Force (2 if character is missing). Frozen Dinner Hoth 21-frozendinner Dark Effect -- Immediate 6 R1 Deploy on opponent's character alone at Wampa Cave. Character is power = 0 and may not move. May be canceled if opponent has a lightsaber or total ability > 4 present. If character eaten by a creature, cumulatively adds 2 to ferocity. Furry Fury Hoth 21-furryfury Dark Interrupt -- Used or Lost 6 R2 USED: Cancel Wookiee Roar or Han's Back or Life Debt. LOST: If Han and Chewie are in a battle together, draw two destiny. Subtract total from opponent's attrition and total power (cannot fall below zero). FX-10 (Effex-ten) Hoth 21-fx10effexten Dark Character -- Droid 2 C2 Pow: 1 Medical Droid 2 3 Once per turn, one of your 'hit' non-droid characters at same or adjacent site may go to your Used Pile rather than your Lost Pile. General Veers Hoth 21-generalveers Dark Character -- Imperial 1 R1 [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 5 Pilot, Warrior Power +1 when at same site as Admiral Ozzel. Adds 1 to power of each Imperial at same Hoth site. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, also adds 1 to armor and draws one battle destiny if not able to otherwise. He Hasn't Come Back Yet Hoth 21-hehasntcomebackyet Dark Interrupt -- Lost 4 C2 During your control phase, target any character alone at one of your exterior planet sites (except a docking bay). Draw destiny. Target is missing if destiny +3 > ability. High Anxiety Hoth 21-highanxiety Dark Effect -- Immediate 3 R1 [1-dot] If an opponent's character with ability > 2 has just become missing, deploy on a Rebel with ability > 2 on same planet. Rebel may not participate in battle. Immediate Effect canceled if missing character is found or lost. Hoth [d] Hoth 21-hoth Dark Location -- System 0 U2 [1-dot] Planet, Parsec: 5 DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. LIGHT(1): If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Hoth: Defensive Perimeter (3rd Marker) [d] Hoth 21-hothdefensiveperimeter Dark Location -- Site 0 C2 [1-dot] Exterior, Planet DARK(2): Add 1 to each of your weapon destiny draws here. If you control, Force drain +1 here. LIGHT(1): Your troopers are forfeit -1 here. Hoth: Echo Command Center (War Room) [d] Hoth 21-hothechocommandcenterwarroom Dark Location -- Site 0 U2 [1-dot] Interior, Underground, Planet, Scomp Link DARK(1): Add 1 to total of Commence Primary Ignition when targeting the Hoth system. LIGHT(1): If you control, your starship movement from Hoth sites to the Hoth system is free. Hoth: Echo Corridor [d] Hoth 21-hothechocorridor Dark Location -- Site 0 U2 [1-dot] Interior, Underground, Planet, Scomp Link DARK(1): If you occupy, you may raise all of your converted Hoth locations to the top. LIGHT(1): (blank) Hoth: Echo Docking Bay [d] Hoth 21-hothechodockingbay Dark Location -- Site 0 C2 [1-dot] Exterior, Interior, Planet, Scomp Link DARK(1): Your docking bay transit from here requires 2 Force. LIGHT(1): Your docking bay transit from here requires 1 Force. Hoth: Ice Plains (5th Marker) Hoth 21-hothiceplains Dark Location -- Site 0 C2 [1-dot] Exterior, Planet DARK(2): During your move phase, you may move free from here directly to Mountains (or vice versa). LIGHT(0): If you control, and Main Power Generators on table, Force drain -1 here. Hoth: Wampa Cave (7th Marker) Hoth 21-hothwampacave Dark Location -- Site 0 R2 [1-dot] Interior, Underground, Planet DARK(2): Your Wampas deploy free here. LIGHT(0): If you control, and Main Power Generators on table, Force drain -1 here. Ice Storm [d] Hoth 21-icestorm Dark Effect -- Mobile 3 U1 [1-dot] Deploy at outermost marker. All characters present at same exterior site are missing. Each turn, during your control phase, storm moves to next marker, reversing direction if at innermost marker. Mobile Effect lost when moved beyond outermost marker. I'd Just As Soon Kiss A Wookiee Hoth 21-idjustassoonkissawookiee Dark Interrupt -- Lost 2 C2 [1-dot] Use 3 Force to place an opponent's just deployed character, starship, vehicle, weapon, or device in opponent's hand. On opponent's next turn, that card (or one card of same title) may deploy for free. Image Of The Dark Lord Hoth 21-imageofthedarklord Dark Effect 6 R2 [1-dot] Use 4 Force to deploy at any site if opponent is generating at least 3 Force more than you. At that site, adjacent sites and same site as Vader, players activate Force only if they have presence. Imperial Domination Hoth 21-imperialdomination Dark Effect 5 U1 [2-dot] Deploy on any location. Whenever you control this location during your control phase but do not Force drain here, opponent generates no Force here on opponent's next turn. Imperial Gunner Hoth 21-imperialgunner Dark Character -- Imperial 1 C2 Pow: 1 Abil: 1 1 1 Warrior Adds 1 to weapon destiny draws of anything he is aboard as a passenger. Imperial Supply Hoth 21-imperialsupply Dark Interrupt -- Used or Lost 3 C1 [1-dot] USED: Lose 1 Force to activate 2 Force. LOST: Lose 1 Force to activate 4 Force. Infantry Mine [d] Hoth 21-infantrymine Dark Weapon -- Automated 3 C2 Deploy at same exterior site as one of your mining droids. 'Explodes' if a character deploys or moves (without using a vehicle or starfighter) to same site. Draw destiny. Character lost if destiny +2 > ability. Infantry Mine is also lost. Lieutenant Cabbel Hoth 21-lieutenantcabbel Dark Character -- Imperial 2 U2 [1-dot] Pow: 2 Abil: 2 2 4 Pilot Adds 2 to power of any starship he pilots. On Tyrant, also adds one to Armor. When in battle with an Imperial leader, subtracts 1 from opponent's total battle destiny. Lightsaber Deficiency Hoth 21-lightsaberdeficiency Dark Interrupt -- Used 5 U1 Cancel Lightsaber Proficiency. OR Target a character with ability < 4 using a lightsaber in a battle or a Force drain. Draw destiny. Target lost if destiny > ability. Lightsaber lost if destiny = ability. Meteor Impact? Hoth 21-meteorimpact Dark Effect -- Utinni 4 R1 [1-dot] Use 2 Force to deploy on an exterior planet site. Target a character on same planet. Character may not leave planet or move away from Utinni Effect. Utinni Effect canceled when reached by target. Mournful Roar Hoth 21-mournfulroar Dark Effect -- Immediate 7 R1 [1-dot] Deploy on Chewie if Han was just lost or just became missing. Opponent cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end of every player's turn. If Han on table, Effect canceled. Oh, Switch Off Hoth 21-ohswitchoff Dark Interrupt -- Used 6 C2 Cancel an attempt by opponent to target your droid to be stolen, 'hit' or lost. Droid is protected from all such attempts for remainder of turn. OR Switch OFF any binary droid for remainder of turn. Ord Mantell [d] Hoth 21-ordmantell Dark Location -- System 0 C2 [1-dot] Planet, Parsec: 7 DARK(1): Your Bounty Hunters are deploy -2 here. LIGHT(1): (blank) Our First Catch Of The Day Hoth 21-ourfirstcatchoftheday Dark Interrupt -- Used 6 C2 Add 2 to a tractor beam destiny draw. OR Cancel The First Transport Is Away! or Hyper Escape. Portable Fusion Generator [d] Hoth 21-portablefusiongenerator Dark Device 3 C2 Deploy on any warrior. When that warrior fires a blaster rifle or artillery weapon, adds 1 to each of that weapon's destiny draws. Also, may add 1 to power of one droid present. Probe Antennae Hoth 21-probeantennae Dark Device 4 U2 Deploy on your Probe Droid. Adds 2 to X for that droid. OR Use 1 Force to deploy on one of your other droids. When at a site you control, once during each of your control phases, you may peek at one card randomly selected from opponent's hand. Probe Droid Hoth 21-probedroid Dark Character -- Droid 2 C2 Pow: 2 Arm: 3 Probe Droid 2 5 Deploys only if a Star Destroyer on table. Once during each of your control phases, may peek at X cards randomly selected from opponent's hand, where X = number of [Light Side Force] icons at same site. May Force drain, initiate battle and be battled. Probe Droid Laser Hoth 21-probedroidlaser Dark Weapon -- Character 3 U2 Deploy on your probe droid. May target an artillery weapon (use 5 as defense value), character or creature for free. Draw destiny. Artillery weapon lost if destiny > defense value. Character or creature hit if destiny > defense value. Probe Telemetry Hoth 21-probetelemetry Dark Interrupt -- Used 4 C2 Use 2 Force to search any Lost Pile and place X non-unique cards there out of play, where X = number of Probe Droids on table. OR If your only character on a planet is a Probe Droid, your cards are deploy -1 to related sites for remainder of turn. Responsibility Of Command Hoth 21-responsibilityofcommand Dark Effect -- Utinni 5 R1 [1-dot] Use 2 Force to deploy on any war room at a Rebel Base. Target a Rebel with forfeit > 4 or an opponent's leader. Opponent may not initiate a battle or a Force drain at same location as target. Utinni Effect canceled when reached by target. Scruffy-Looking Nerf Herder Hoth 21-scruffylookingnerfherder Dark Interrupt -- Used or Lost 6 R2 USED: Cancel Solo Han or Warrior's Courage or I Know. LOST: If Han and Leia are in a battle together, draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). Self-Destruct Mechanism Hoth 21-selfdestructmechanism Dark Interrupt -- Used 4 U1 Lose a droid to cancel all attrition against you at same site this turn. OR Re-target an opponent's weapon to one of your droids at same site. If droid is 'hit', use original target's forfeit number. Silence Is Golden Hoth 21-silenceisgolden Dark Effect 3 U2 Use 2 Force to deploy on your side of table. Neither player may move or deploy cards as a 'react' to a location where a droid is present. May be canceled by Scomp Link Access. Snowtrooper Hoth 21-snowtrooper Dark Character -- Imperial 3 C3 Pow: 2 Abil: 1 2 3 Warrior Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site. Snowtrooper Officer Hoth 21-snowtrooperofficer Dark Character -- Imperial 2 C1 [3-dot] Pow: 2 Abil: 2 3 3 Warrior Deploy only on Hoth, but may move elsewhere. Snowtroopers are deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.' Stalker Hoth 21-stalker Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R1 [1-dot] Pow: 8 Arm: 7 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has shipdocking capability. Permanent pilot provides ability of 1. Probe droids deploy free to sites related to same system. Stop Motion Hoth 21-stopmotion Dark Interrupt -- Used 6 C2 Target one creature vehicle at any marker site. Draw destiny. If site under 'nighttime conditions,' add 2 to destiny draw. Tauntaun lost if total destiny > 5. Other creature vehicle lost if total destiny > 3. Tactical Support Hoth 21-tacticalsupport Dark Interrupt -- Lost 4 R2 [1-dot] Lose 1 Force to search through your Reserve Deck and take up to three troopers into your hand. Shuffle, cut and replace. Target The Main Generator Hoth 21-targetthemaingenerator Dark Epic Event 0 R2 During your control phase, fire your AT-AT Cannon (if within range of the Main Power Generators) as follows: Prepare To Target The Main Generator: Draw destiny. Maximum Firepower!: If (destiny + X + Y) > 8, Main Power Generators site is 'blown away' and this card is lost. Otherwise, this card is used. X = ability of one of your AT-AT's pilots. Y = total Hoth sites you control. That's It, The Rebels Are There! Hoth 21-thatsittherebelsarethere Dark Interrupt -- Used 4 U2 If you have a probe droid at a site during your control phase, move one of your starships to the related system. That starship cannot move again this turn. The Shield Doors Must Be Closed Hoth 21-theshielddoorsmustbeclosed Dark Effect 5 U1 Deploy between Echo Docking Bay and innermost marker site. When under 'nighttime conditions,' no movement is allowed to or from Echo Docking Bay unless it is to or from an Echo site. This Is Just Wrong Hoth 21-thisisjustwrong Dark Effect -- Utinni 5 R1 [1-dot] Deploy on any male character. Target a female character on table. Target is power -2. Utinni Effect canceled when present with target. Too Cold For Speeders Hoth 21-toocoldforspeeders Dark Effect 4 U1 Use 2 Force to deploy on your side of table. Non-creature vehicles at marker sites under 'nighttime conditions' are power = 0, maneuver = 0 and landspeed = 0. Trample Hoth 21-trample Dark Interrupt -- Used 4 R1 If you have a piloted AT-AT or AT-ST present at a site, target opponent's character, 'crashed' vehicle or unpiloted vehicle without armor present. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7. Turn It Off! Turn It Off! Hoth 21-turnitoffturnitoff Dark Interrupt -- Used or Lost 5 C1 USED: Cancel any attempt to place a 'hit' starship, vehicle or droid in the Used Pile rather than the Lost Pile. OR Cancel Han's Toolkit. LOST: Cancel Crash Site Memorial. Tyrant Hoth 21-tyrant Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R1 [1-dot] Pow: 8 Arm: 6 Hyp: 3 7 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has shipdocking capability. Permanent pilot aboard provides ability or 1. When using Tractor Beam, adds 1 to destiny draw. Vehicle Mine [d] Hoth 21-vehiclemine Dark Weapon -- Automated 3 C2 Deploy at same exterior site as your mining droid. 'Explodes' if starfighter (use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Draw destiny. Target lost if destiny +2 > defense value. Vehicle Mine is also lost. Walker Barrage Hoth 21-walkerbarrage Dark Interrupt -- Used 5 U1 If you have a piloted AT-AT present at a site, target opponent's artillery weapon at same or adjacent exterior site. Draw destiny. Target lost if destiny +1 > forfeit. Also, one opponent's character at same site as target (random selection) lost if destiny +1 > 6. Wall Of Fire Hoth 21-walloffire Dark Interrupt -- Lost 5 U1 If you have a piloted AT-AT present at a site, target any number of opponent's troopers present at same or adjacent exterior site. Draw destiny. If destiny > number of troopers targeted, they are lost. Wampa Hoth 21-wampa Dark Creature -- Snow 3 R2 Fer: * Vicious Howl: 3 4 0 * Ferocity = 3 + destiny. Habitat: Hoth sites. Deploy only to Wampa Cave or unoccupied marker site. Defeated characters are eaten or relocated to Wampa Cave (opponent of victim chooses). Weapon Malfunction Hoth 21-weaponmalfunction Dark Effect -- Utinni 4 R1 Deploy on any docking bay. Target a weapon deployed on a starfighter or vehicle. That weapon cannot be fired. Utinni Effect canceled when reached by target. Yaggle Gakkle Hoth 21-yagglegakkle Dark Interrupt -- Used 6 R2 Target a creature vehicle at same site as a creature. If ferocity > target's maneuver + landspeed, creature vehicle is eaten, cumulatively adding 2 to creature's ferocity. 2-1B (Too-Onebee) Hoth 22-21btooonebee Light Character -- Droid 1 R1 [1-dot] Pow: 0 Medical Droid 2 5 Once per turn, one of your non-droid characters lost from same site may go to your Used Pile rather than your Lost Pile. Subtracts 2 from X on you Bacta Tank. Anakin's Lightsaber Hoth 22-anakinslightsaber Light Weapon -- Character 1 R1 [1-dot] Deploy on your Skywalker of ability > 3. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. Artillery Remote Hoth 22-artilleryremote Light Device 4 R2 Use 2 Force to deploy on any warrior. Your artillery weapons anywhere on same planet may fire without a warrior present. Also, once each turn during your control phase, one of your artillery weapons on same planet may be fired (at normal use of the Force). Atgar Laser Cannon Hoth 22-atgarlasercannon Light Weapon -- Artillery 5 U2 2 2 Deploy on an exterior planet site. Your warrior present may target a vehicle at same or adjacent site using 2 Force. Draw destiny. Target crashes if destiny +2 > armor. Target hit if destiny +1 > maneuver. Attack Pattern Delta Hoth 22-attackpatterndelta Light Interrupt -- Lost 3 U1 If a battle was just initiated at a site, identify your lead T-47 there. For remainder of this turn, all other T-47s at same site are power +1, are immune to attrition and cannot be targeted by weapons. Bacta Tank Hoth 22-bactatank Light Effect 3 R2 [1-dot] Use 4 Force to deploy on your side of table. A non-droid character you just lost may be placed here instead of Lost Pile. Holds 1 'patient' at a time. During your deploy phase, may use X Force to bring 'patient' to hand, where X = deploy cost of 'patient.' Cal Alder Hoth 22-calalder Light Character -- Rebel 2 U2 [1-dot] Pow: 2 Abil: 1 2 3 Warrior Power +1 at Defensive Perimeter. Your vehicles move for free if moving toward same site as Cal. Commander Luke Skywalker Hoth 22-commanderlukeskywalker Light Character -- Rebel 1 R1 [1-dot] Pow: 4 Abil: 4 Force-Sensitive 4 7 Pilot, Warrior Deploys only on Hoth. Adds 3 to power of anything he pilots. When piloting Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Adds 1 to forfeit of each other Rogue Squadron pilot or gunner at same Hoth site. Concussion Grenade Hoth 22-concussiongrenade Light Weapon -- Character 3 R1 Use 2 Force to deploy on your warrior. May 'throw' at same or adjacent site. Draw destiny. All characters, weapons and devices with that destiny number present at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade also lost. Dack Ralter Hoth 22-dackralter Light Character -- Rebel 2 R2 [1-dot] Pow: 2 Abil: 2 2 5 Warrior Adds 1 to weapon destiny draws of anything he is aboard as a passenger (adds 3 if aboard Rogue 1 or with Luke). Dark Dissension Hoth 22-darkdissension Light Interrupt -- Used Or Lost 3 R1 USED: Cancel Dark Collaboration or Lone Pilot. LOST: If two Imperials each with ability > 2 are in a battle together, use 2 Force to draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). Derek 'Hobbie' Klivian Hoth 22-derekhobbieklivian Light Character -- Rebel 2 U1 [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Power +2 when at same site as Biggs. Adds 2 to power of anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2 to maneuver. Disarming Creature Hoth 22-disarmingcreature Light Effect -- Immediate 6 R1 If you have a character with a weapon at same site as any creature (except Space Slug), deploy on that creature during any deploy phase, Creature is Disarmed (each time ferocity is calculated, draw destiny, subtract that amount). (Immune to Control.) Dual Laser Cannon Hoth 22-duallasercannon Light Weapon -- Vehicle 3 U1 Use 2 Force to deploy on your T-47. May target a character, creature or vehicle using 1 Force. Draw destiny. Subtract 1 if targeting a character or creature. Add 2 if targeting a vehicle. Target hit if total destiny > defense value. Echo Base Operations Hoth 22-echobaseoperations Light Effect 2 R2 [1-dot] Deploy on Main Power Generators if you occupy at least three Echo sites. At every system location, you deploy is -1, your Force drains are +2 and your total power is +3 in battles. Effect canceled if opponent occupies five Hoth sites. (Immune to Alter). Echo Base Trooper Hoth 22-echobasetrooper Light Character -- Rebel 3 C3 Pow: 2 Abil: 1 2 3 Warrior Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site. Echo Base Trooper Officer Hoth 22-echobasetrooperofficer Light Character -- Rebel 2 C1 [3-dot] Pow: 2 Abil: 2 3 3 Warrior Deploy only on Hoth but may move elsewhere. Echo Base Troopers deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.' Echo Trooper Backpack Hoth 22-echotrooperbackpack Light Device 5 C2 Deploy on your trooper. May use any number of weapons and devices. Trooper is immune to attrition < 3 when at a planet site. EG-4 (Eegee-Four) Hoth 22-eg4eegeefour Light Character -- Droid * C1 Pow: 0 Power Droid 1 3 Adds 1 to power of each of your droids present, except power droids. * Destiny equals zero, but if drawn as a battle destiny where you have less power than opponent, your total power present is doubled (once per battle). Evacuation Control Hoth 22-evacuationcontrol Light Effect 3 U1 Deploy on your war room. Once during each of your move phases, your Planet Defender Ion Cannon at same planet may fire. Also, each of your medium transports at same planet is hyperspeed +2, is immune to attrition < 3 and may move for free. Fall Back! Hoth 22-fallback Light Interrupt -- Lost 5 C2 If opponent just initiated a battle at an exterior site with more than double your total power, use 1 Force to cancel the battle and move all your characters there to an adjacent site (for free) where the opponent has no presence. Frostbite [l] Hoth 22-frostbite Light Effect 4 C2 [1-dot] Deploy on Hoth system. At the end of each player's turn, for every character that player has present at a marker site under 'nighttime conditions,' that player must lose 1 Force (2 if character is missing). FX-7 (Effex-Seven) Hoth 22-fx7effexseven Light Character -- Droid 2 C2 Pow: 0 Medical Droid 2 3 Once per turn, one of your 'hit' non-droid characters at same or adjacent site may go to your Used Pile rather than your Lost Pile. Cumulatively subtracts 2 from X on your Bacta Tank. General Carlist Rieekan Hoth 22-generalcarlistrieekan Light Character -- Rebel 1 R2 [1-dot] Pow: 2 Abil: 2 3 5 Warrior Each Rebel present with him at a Hoth site is power +1. May use 1 Force to cancel Death Squadron. While at an Echo site, opponent must occupy an additional Hoth site to cancel Echo Base Operations. Golan Laser Battery Hoth 22-golanlaserbattery Light Weapon -- Artillery 4 U1 3 3 Deploy on any exterior planet site. Your warrior present may target a creature, character or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 2 if targeting a creature or character. Target hit if destiny > defense value. Hoth [l] Hoth 22-hoth Light Location -- System 0 U2 [1-dot] Planet, Parsec: 5 LIGHT(2): If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. DARK(1): If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Hoth: Defensive Perimeter (3rd Marker) [l] Hoth 22-hothdefensiveperimeter Light Location -- Site 0 C2 [1-dot] Exterior, Planet LIGHT(1): Your Echo Base Troopers deploy -1 here. If you control, Force drain +1 here. DARK(1): If you control, Force drain +1 here. Hoth: Echo Command Center (War Room) [l] Hoth 22-hothechocommandcenterwarroom Light Location -- Site 0 U2 [1-dot] Interior, Underground, Planet, Scomp Link LIGHT(2): If you control, with X leaders here, your total power is +X in battles at Hoth locations. DARK(0): If you initiate a battle here, add one battle destiny. If you control, Force drain -1 here. Hoth: Echo Corridor [l] Hoth 22-hothechocorridor Light Location -- Site 0 C2 [1-dot] Interior, Underground, Planet, Scomp Link LIGHT(1): If you control, once per turn, may use 4 Force to raise a converted Hoth site to the top. DARK(0): (blank) Hoth: Echo Docking Bay [l] Hoth 22-hothechodockingbay Light Location -- Site 0 C2 [1-dot] Exterior, Interior, Planet, Scomp Link LIGHT(1): Your docking bay transit from here requires 1 Force. DARK(0): Your docking bay transit from here requires 3 Force. Your transit to here requires +4 Force. Hoth: Echo Med Lab Hoth 22-hothechomedlab Light Location -- Site 0 C2 [1-dot] Interior, Underground, Planet, Scomp Link LIGHT(1): Once per turn, one of your medical droids is deploy -2. DARK(0): If you control, with an Imperial present, Force drain +1 here. Hoth: Main Power Generators (1st Marker) Hoth 22-hothmainpowergenerators Light Location -- Site 0 U2 [1-dot] Exterior, Planet LIGHT(1): 'Hoth Energy Shield Rules' in effect. Your artillery weapons here are powered. DARK(0): 'Hoth Energy Shield Rules' in effect. If 'blown away,' Light Side loses 8 Force. Hoth: North Ridge (4th Marker) [l] Hoth 22-hothnorthridge Light Location -- Site 0 C2 [1-dot] Exterior, Planet LIGHT(1): This site does not count when calculating Epic Events. DARK(1): This site does not count when calculating Epic Events. Hoth: Snow Trench (2nd Marker) Hoth 22-hothsnowtrench Light Location -- Site 0 C2 [1-dot] Exterior, Planet LIGHT(1): Add 1 to each of your weapon destiny draws here. DARK(1): If you control, Force generation +1 for you here. Hoth Survival Gear Hoth 22-hothsurvivalgear Light Device 4 C2 Deploy on any Rebel or warrior. While on Hoth, that character is power and forfeit +1 and is immune to Frostbite, Exposure and Ice Storm. Ice Storm [l] Hoth 22-icestorm Light Effect -- Mobile 3 U1 [1-dot] Deploy at outermost marker. All characters present at same exterior site are missing. Each turn, during your control phase, storm moves to next marker, reversing direction at innermost marker. Mobile Effect lost when moved beyond outermost marker. Infantry Mine [l] Hoth 22-infantrymine Light Weapon -- Automated 3 C2 Deploy at same exterior site as your mining droid. 'Explodes' if a character deploys or moves (without using a vehicle or starfighter) to or across same site. Draw destiny. Character lost if destiny +2 > ability. Infantry Mine is also lost. It Can Wait Hoth 22-itcanwait Light Interrupt -- Lost 2 C2 [1-dot] Use 3 Force to place an opponent's just deployed character, starship, vehicle, weapon, or device in opponent's hand. On opponent's next turn, that card (or one card of same title) may deploy for free. I Thought They Smelled Bad On The Outside Hoth 22-ithoughttheysmelledbadontheoutside Light Interrupt -- Used 7 R1 Sacrifice (lose) your creature vehicle to protect one character present from Exposure, Ice Storm, Frostbite and Gravel Storm for remainder of turn. (Two characters may be protected if sacrificing a Ronto.) OR Double Tzizvvt's power until he moves. Jeroen Webb Hoth 22-jeroenwebb Light Character -- Rebel 2 U1 [1-dot] Pow: 1 Abil: 2 2 4 Pilot Adds 2 to power of anything he pilots. When in battle with a Rebel leader, subtracts 1 from opponent's total battle destiny. K-3PO (Kay-Threepio) Hoth 22-k3pokaythreepio Light Character -- Droid 4 R1 [1-dot] Pow: 1 Protocol Droid 2 3 May initiate battle and be battled. K-3PO is power +1 for each of your other droids at same Hoth or Yavin 4 site. Functions as a leader if present with another of your droids. Lucky Shot Hoth 22-luckyshot Light Interrupt -- Used Or Lost 4 U1 Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3. Major Bren Derlin Hoth 22-majorbrenderlin Light Character -- Rebel 2 R2 [1-dot] Pow: 2 Abil: 2 2 5 Warrior While on Hoth, opponent may not 'react' to any Echo site, and Derlin may use 1 Force to cancel Breached Defenses. While at Cantina, power +1 and may use 1 Force to cancel Local Trouble. Medium Repeating Blaster Cannon Hoth 22-mediumrepeatingblastercannon Light Weapon -- Artillery 1 C1 3 1 Deploy on a site. May be moved by two warriors for 1 additional Force. Your warrior present may target up to two characters or two creatures at same or adjacent site using 2 Force. Draw two destiny. Target(s) hit if total destiny > total defense value. Medium Transport Hoth 22-mediumtransport Light Starship -- Capital: Transport 3 U2 Pow: 1 Arm: 3 Hyp: 4 2 4 Pilot, Nav Computer, Scomp Link May add 1 pilot, 4 passengers and 1 vehicle. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1. Nice Of You Guys To Drop By Hoth 22-niceofyouguystodropby Light Interrupt -- Used 5 C2 Send one of your missing characters at same site as one of your piloted or driven vehicles to your Used Pile. OR Cancel any attempt by one character to 'hide' from a battle. One More Pass Hoth 22-onemorepass Light Interrupt -- Used 5 U1 [1-dot] If you are about to draw power harpoon weapon destiny, add ability of one pilot aboard same vehicle. Ord Mantell [l] Hoth 22-ordmantell Light Location -- System 0 U2 [1-dot] Planet, Parsec: 7 LIGHT(1): If you control, each of opponent's bounty hunters is forfeit -2. DARK(1): Each of your bounty hunter pilots add an additional 1 to power of starships they pilot here. Perimeter Scan Hoth 22-perimeterscan Light Interrupt -- Used 4 C2 Use 1 Force to glance at any one card which is face-down at a location. OR Use 1 Force to glance at opponent's hand. You may move each droid spy and Infantry Mine you find there to opponent's Used Pile. OR Cancel Probe Telemetry. Planet Defender Ion Cannon Hoth 22-planetdefenderioncannon Light Weapon -- Artillery 4 R2 [1-dot] 4 4 Deploy on an exterior Rebel Base site. During a battle at related system, may target a capital starship there using 2 Force. Draw destiny. If destiny +3 > armor, all starship weapons aboard target are lost, power = 0 and hyperspeed = 0. Power Harpoon Hoth 22-powerharpoon Light Weapon -- Vehicle 5 U1 Use 2 Force to deploy on your combat or shuttle vehicle. May target an AT-AT or AT-ST for 1 Force. Draw destiny. Target crashes if destiny + your vehicle's maneuver > 8. Your vehicle crashes if destiny = 0. R2 Sensor Array Hoth 22-r2sensorarray Light Device 6 C2 Deploy on any R-unit droid. Your character present may move as a 'react' from a creature attack. Also, adds 3 to search party destiny draws at same and adjacent sites. R-3PO (Ar-Threepio) Hoth 22-r3poarthreepio Light Character -- Droid 3 R2 [1-dot] Pow: 1 Protocol Droid 2 3 Once each turn, during your control phase, for each opponent's spy present opponent must lose 1 Force (2 if spy is a droid or is Undercover, 4 if both). R5-M2 (Arfive-Emmtoo) Hoth 22-r5m2arfiveemmtoo Light Character -- Droid 4 C2 Pow: 1 Astromech Droid 1 3 Nav Computer When aboard a capital starship, adds 1 to power and hyperspeed and that starship is immune to attrition < 3. Rebel Scout Hoth 22-rebelscout Light Character -- Rebel 2 C1 [3-dot] Pow: 2 Abil: 1 2 3 Warrior May move as a 'react' (for free) to a battle where you have a Rebel of ability > 2 or a leader. Rogue 1 Hoth 22-rogue1 Light Vehicle -- Combat: T-47 Snowspeeder 2 R1 [1-dot] Pow: 3 Man: 4 Land: 4 2 6 May add 2 pilots or passengers. Immune to attrition < 3 if Luke piloting. May move as a 'react' only to Hoth sites. Rogue 2 Hoth 22-rogue2 Light Vehicle -- Combat: T-47 Snowspeeder 2 R2 [1-dot] Pow: 3 Man: 4 Land: 4 2 5 May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. May add 2 to search party destiny draw if all pilots aboard are part of that search party. Rogue 3 Hoth 22-rogue3 Light Vehicle -- Combat: T-47 Snowspeeder 2 R1 [1-dot] Pow: 3 Man: 4 Land: 4 2 5 May add 2 pilots or passengers. Immune to attrition < 3 if Wedge piloting. May move as a 'react' only to Hoth sites. Rogue Gunner Hoth 22-roguegunner Light Character -- Rebel 1 C2 Pow: 1 Abil: 1 1 1 Warrior Adds 1 to weapon destiny draws of anything he is aboard as a passenger. Romas 'Lock' Navander Hoth 22-romaslocknavander Light Character -- Rebel 3 U2 [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 1 to power and maneuver of anything he pilots. Opponent may not 'react' to or from same location. Rug Hug Hoth 22-rughug Light Interrupt -- Lost 4 R1 [1-dot] If Luke an Chewie are in a battle together, you may add two battle destiny. OR If you have a Rebel and an alien in a battle together, you may add 4 to power only. Shawn Valdez Hoth 22-shawnvaldez Light Character -- Rebel 3 U1 [1-dot] Pow: 1 Abil: 2 3 4 Warrior Whenever you just initiated a battle at same site as Shawn, your troopers at adjacent sites who have not already battled this turn may immediately move to same site. Snowspeeder Hoth 22-snowspeeder Light Vehicle -- Combat: T-47 Snowspeeder 2 U2 Pow: 3 Man: 4 Land: 4 2 4 Pilot May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. May move as a 'react' to Hoth sites. Surface Defense Cannon Hoth 22-surfacedefensecannon Light Weapon -- Starship 5 R2 Use 1 Force to deploy on your starfighter, free on Falcon. May target a character or creature at same site using 1 Force. Draw destiny. Target hit if destiny +1 > defense value. Tamizander Rey Hoth 22-tamizanderrey Light Character -- Rebel 2 U2 [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. Your starships may move from same exterior site for free. While at Echo Docking Bay, once every turn, may allow one character on Hoth to be immune to The Shield Doors Must Be Closed. Tauntaun Hoth 22-tauntaun Light Vehicle -- Creature 4 C2 Pow: 1 Man: 2 Land: 2 1 3 May add 1 'rider' (passenger). Deploy only on Hoth. Ability = 1/4. May move as a 'react' from a battle. May be 'sacrificed' (lost) to make rider immune to Exposure this turn. Tauntaun Bones Hoth 22-tauntaunbones Light Effect 3 U1 [1-dot] Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand. (1) lose 1 Force. (2) activate 1 Force. (3) lose this Effect. (4) retrieve top lost card. (5) deploy a character for free. (6+) nothing. Tauntaun Handler Hoth 22-tauntaunhandler Light Character -- Rebel 2 C2 [3-dot] Pow: 1 Abil: 1 2 3 Warrior Adds 2 to power of any creature vehicle he rides. When riding a tauntaun, also draws one battle destiny if not able to otherwise. The First Transport Is Away! Hoth 22-thefirsttransportisaway Light Effect -- Utinni 4 R1 [1-dot] Deploy on any system (except Hoth). Target a Medium Transport at a Hoth site. When reached by target: Retrieve X Force, where X = twice the number of passengers. Relocate Utinni Effect to Hoth system. Your total power is +2 in battles at Hoth sites. Tigran Jamiro Hoth 22-tigranjamiro Light Character -- Rebel 3 U1 [1-dot] Pow: 2 Abil: 2 2 4 Warrior Deploy only on Yavin 4 or Hoth, but may move elsewhere. Opponent's aliens and Imperials may not move from same site as Tigran to an Echo or an interior Yavin site. Toryn Farr Hoth 22-torynfarr Light Character -- Rebel 4 U1 [1-dot] Pow: 1 Abil: 2 2 3 Pilot Adds 2 to power of anything she pilots. When at any war room, adds 1 to weapon destiny draws of your Planet Defender Ion Cannon on same planet. Under Attack Hoth 22-underattack Light Interrupt -- Used 6 U1 During your control phase, target a vehicle with armor present with your warrior. Draw destiny. If warrior has a Concussion Grenade or a lightsaber, add 3 to destiny draw (7 if both). Vehicle (and grenade) lost if total destiny > armor. Vehicle Mine [l] Hoth 22-vehiclemine Light Weapon -- Automated 3 C2 Deploy at same exterior site as one of your mining droids. 'Explodes' if starfighter or non-creature vehicle deploys or moves to or across same site. Draw destiny. Vehicle lost if destiny +2 > armor or maneuver. Starfighter lost if destiny > 3. Vehicle Mine is also lost. Walker Sighting Hoth 22-walkersighting Light Interrupt -- Lost 3 U2 [1-dot] If opponent just moved or deployed an AT-AT to a planet site, search your Reserve Deck for up to three exterior sites of that planet an immediately deploy them. Shuffle, cut and replace. WED-1016 'Techie' Droid Hoth 22-wed1016techiedroid Light Character -- Droid 3 C1 [1-dot] Pow: 0 Maintenance Droid 2 3 While at an exterior planet site or docking bay, once per turn may lose 1 Force to place a 'hit' starship or vehicle at same site, adjacent site, related system or related cloud sector in Used Pile instead of Lost Pile. Wes Janson Hoth 22-wesjanson Light Character -- Rebel 4 R2 [1-dot] Pow: 2 Abil: 2 2 5 Warrior Adds 1 to weapon destiny draws of anything he is aboard as a passenger (adds 3 if aboard Rogue 3 or with Wedge or Jek). Who's Scruffy-Looking? Hoth 22-whosscruffylooking Light Interrupt -- Used 6 R1 Cancel Scruffy-Looking Nerf Herder or I'd Just As Soon Kiss A Wookiee or Furry Fury or This Is Just Wrong or Death Mark or Mournful Roar or Takeel or Ket Maliss. OR Double Rennek's power for remainder of turn. Wyron Serper Hoth 22-wyronserper Light Character -- Rebel 2 U2 [1-dot] Pow: 1 Abil: 2 2 3 Once during each of your control phases, may peek at X cards randomly selected from opponent's hand, where X = number of [Dark Side Force] icons at same site. Also, when you are drawing destiny, adds 2 to the destiny of any card with 'scan' in the title. You Have Failed Me For The Last Time Hoth 22-youhavefailedmeforthelasttime Light Interrupt -- Lost 5 R1 If Vader is on table when opponent has just initiated a battle, target one opponent's leader of ability < 6 involve in that battle. If opponent does not win battle, target is forfeit = 0 and is immediately lost (placed out of play if Ozzel). You Will Go To The Dagobah System Hoth 22-youwillgotothedagobahsystem Light Interrupt -- Lost 4 R1 During your control phase, use 1 Force to move any one of your [Hoth set] characters of ability > 1 to any [Dagobah set] location where you have presence. If moving to a Dagobah site, this movement is free and you do not need presence. Zev Senesca Hoth 22-zevsenesca Light Character -- Rebel 2 R2 [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Rogue 2, also adds 3 to maneuver and may draw one battle destiny if not able to otherwise. Hoth: North Ridge (4th Marker) [d] Hoth 21-hothnorthridge Dark Location -- Site 0 C2 [1-dot] Exterior, Planet DARK(1): Your AT-ATs move to here for free. LIGHT(0): (blank) Hoth: Mountains (6th Marker) HothIntroGame 11-hothmountains Dark Location -- Site 0 PM [1-dot] Exterior, Planet DARK(1): Your Imperials and combat vehicles deploy -1 here. LIGHT(0): Force drain +1 if you control. Imperial Walker HothIntroGame 11-imperialwalker Dark Vehicle -- Combat: AT-AT 2 PM Pow: 4 Arm: 6 Land: 1 4 4 Pilot, Scomp Link May add 1 pilot and 8 passengers. Permanent pilot aboard provides ability of 1. Veers HothIntroGame 11-veers Dark Character -- Imperial 1 PM [1-dot] Pow: 2 Abil: 3 Force-Attuned 4 3 Warrior Must deploy on Hoth, but may move elsewhere. May not be deployed if three or more of opponent's unique ([1-dot]) characters on table. Snowtroopers at same site are forfeit +1. Walker Garrison HothIntroGame 11-walkergarrison Dark Interrupt -- Lost 4 PM If Veers is at an exterior Hoth site, use 2 Force to search your Reserve Deck and take one AT-AT into your hand. OR If you have 3 AT-ATs at three different Hoth sites, your Force drains are +2 at Hoth locations this turn. Chewie HothIntroGame 12-chewie Light Character -- Rebel 1 PM [1-dot] Pow: 4 Abil: 2 5 3 Pilot Must deploy on Hoth, but may move elsewhere. May not be deployed if three or more of opponent's unique ([1-dot]) characters on table. Lone Rogue HothIntroGame 12-lonerogue Light Interrupt -- Lost 4 PM If one of your pilots is at an exterior Hoth site, use 2 Force to search your Reserve Deck and take one T-47 into hand. OR If your piloted T-47 is defending a battle alone at a site, add one battle destiny. Rebel Snowspeeder HothIntroGame 12-rebelsnowspeeder Light Vehicle -- Combat: T-47 Snowspeeder 3 PM Pow: 2 Man: 3 Land: 4 1 2 Pilot May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. Abyssin JabbasPalace 23-abyssin Dark Character -- Alien 3 C Pow: 2 Abil: 1 2 2 Warrior Power +2 and Forfeit +1 while Myo at Audience Chamber. If lost or forfeited during a battle, may use 2 Force to 'regenerate' (place Abyssin in your Used Pile). Abyssin Ornament JabbasPalace 23-abyssinornament Dark Interrupt -- Used 5 U [1-dot] Once per game, target one non-unique character on table. Draw destiny. If destiny is less than X, retrieve X Force, where X equals the number of copies of that card you have on table (immune to Sense). OR search your Reserve Deck and take one non-unique alien into hand; reshuffle. All Wrapped Up JabbasPalace 23-allwrappedup Dark Effect 2 U [1-dot] Deploy on your side of the table. We Have A Prisoner and Oo-ta Goo-ta Solo? play for free and are immune to Sense. Also, whenever opponent forfeits a character, your bounty hunter present may capture that character. (Immune to Alter.) Amanaman JabbasPalace 23-amanaman Dark Character -- Alien 2 R [1-dot] Pow: 3 Abil: 1 4 2 Once per battle, may use 2 Force to 'behead' (place out of play) one opposing non-droid character lost or forfeited where present. Adds X to attrition in battles at same site where X = the number of 'beheaded' victims. Amanin JabbasPalace 23-amanin Dark Character -- Alien 3 C Pow: 3 Abil: 1 3 2 When Attacking or being attacked by a creature, power +3 and may add one destiny. If Amanin is alone and causes a non-selective creature to be lost, creature is placed out of play and you may retrieve Force equal to its deploy cost. Antipersonnel Laser Cannon JabbasPalace 23-antipersonnellasercannon Dark Weapon -- Vehicle 4 U Use 3 Force to deploy on your transport vehicle. Your warrior present, if aboard, may target a character or creature using 3 Force. Draw destiny. Target hit if destiny +2 > defense value. May fire repeatedly for 2 Force each time. Aqualish JabbasPalace 23-aqualish Dark Character -- Alien 3 C [3-dot] Pow: 2 Abil: 1 3 2 Warrior Power +2 and forfeit +1 while Ponda Baba is at Audience Chamber. May initiate a battle for free where present. When at a Cloud City site, cumulatively adds one to number of Bespin locations required to cancel Dark Deal. Bane Malar JabbasPalace 23-banemalar Dark Character -- Alien 1 R [1-dot] Pow: 1 Abil: 4 Force-Sensitive 4 3 At the start of a battle, may use 1 Force to 'mindscan' one opponent's non-droid character of lesser ability present. Adds that character's power and game text to his own for remainder of battle. Immune to attrition < 3. Bantha Fodder JabbasPalace 23-banthafodder Dark Interrupt -- Used 4 C Cancel As Good As Gone or Innocent Scoundrel. OR Search your Reserve Deck and take one bantha, Tusken Raider, Taym Dren-garen or Weequay into hand; reshuffle. Barada JabbasPalace 23-barada Dark Character -- Alien 2 R [1-dot] Pow: 4 Abil: 1 5 3 Deploys only to a Jabba's Palace site. Power = 0 at any location other than a Tatooine site. Power +2 at any Jabba's Palace site while Jabba is on the table. Your transport vehicles lost from same site may go to your Used Pile rather than your Lost Pile. Beedo JabbasPalace 23-beedo Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 2 * 2 * Replaces any male Rodian for free (Rodian goes to the Used Pile) or deploys for 3 Force. While at Audience Chamber, all your Rodians are power +2, and whenever Greedo threatens a smuggler, may add 2 to destiny draw. Bib Fortuna [JP] JabbasPalace 23-bibfortuna Dark Character -- Alien 1 R [1-dot] Pow: 3 Abil: 1 3 4 Deploys only on Tatooine. Opponent's characters of ability < 4 may not move from same site as Bib to a Jabba's Palace site. When at a Jabba's Palace site, each of you Gamorreans and Niktos may deploy as a 'react' to any Jabba's Palace site. Bubo JabbasPalace 23-bubo Dark Creature -- Guard 4 U [1-dot] Fer: 4 Bark: 5 3 0 Habitat: planet sites (except Hoth). Does not attack your characters. When at a Jabba's palace site, prevents opponents characters from using their landspeed. Cane Adiss JabbasPalace 23-caneadiss Dark Effect -- Immediate 4 U If opponent just initiated a Force drain at a non-shielded planet location, deploy on that location. Your characters, vehicles and starships may deploy here regardless of presence and location deployment restrictions. (Immune to Control.) Chevin JabbasPalace 23-chevin Dark Character -- Alien 3 C Pow: 2 Abil: 1 3 2 Power +2 and forfeit +1 while Ephant Mon is at Audience Chamber. When forfeited at same site as one of your alien leaders, may satisfy all remaining attrition against you. CZ-4 JabbasPalace 23-cz4 Dark Character -- Droid 4 C Pow: 1 Communications Droid 2 3 Opponent may not 'react' to or from same site. You may 'react' to a battle or Force drain at same or adjacent Jabba's Palace site by deploying (at normal use of the Force) one non-unique alien to that site from Reserve Deck; reshuffle. Dengar's Modified Riot Gun JabbasPalace 23-dengarsmodifiedriotgun Dark Weapon -- Character 1 R [1-dot] Use 2 Force to deploy on Dengar, or 5 on your other bounty hunter. May target a non-droid character using 3 Force. Draw destiny. Character immediately captured if destiny +3 > defense value. Den Of Thieves JabbasPalace 23-denofthieves Dark Effect 4 U [1-dot] Deploy on your side of the table. Once per turn, you may cancel a Force drain by placing here from hand, one non unique alien. Aliens may deploy from here as if from hand. (if effect canceled by opponent, any aliens here may immediately deploy for free). Double Laser Cannon JabbasPalace 23-doublelasercannon Dark Weapon -- Vehicle 7 R [1-dot] Use 4 Force to deploy on Jabba's Sail Barge or your sandcrawler; it is power +3 and immune to attrition < 5. Your warrior present, if aboard, may target a vehicle using 2 Force. Draw destiny. Target hit if destiny +2 > defense value. Dune Sea Sabacc [d] JabbasPalace 23-duneseasabacc Dark Interrupt -- Used 5 U [1-dot] Requirements: A Jawa at a Tatooine site. Wild cards (0-7): sandcrawler sites, Magnetic Suction Tube, Jawa Siesta and Jawa Pack. Clone cards: Tatooine locations, sandcrawlers, Jawa weapons, and Utinni! Stakes: One device or droid without armor. Ephant Mon JabbasPalace 23-ephantmon Dark Character -- Alien 1 R [1-dot] Pow: 2 Abil: 3 Force-Attuned 4 2 Opponent's spies, gamblers and thieves may not deploy or move to same site. When with Jabba in a battle, power +2 and, if forfeited, may satisfy all remaining battle damage and attrition against you. EV-9D9 JabbasPalace 23-ev9d9 Dark Character -- Droid 1 R [1-dot] Pow: 3 Supervisor Droid 3 2 During your control phase, may search Reserve Deck, take one power droid or Torture into hand and reshuffle. May Force drain at Droid Workshop, Droid Junkheap or Incinerator (+1 for each other droid present, including captive droids). Fozec JabbasPalace 23-fozec Dark Character -- Alien 2 R [1-dot] Pow: 1 Abil: 1 2 2 Pilot Adds 2 to power of anything he pilots. While at a site you control, Imperials are immune to Ke Chu Ke Kukuta? at that site. Gailid JabbasPalace 23-gailid Dark Character -- Alien 2 R [1-dot] Pow: 1 Abil: 1 3 2 Pilot Deploys free to same site as Mosep. Adds 2 to power of anything he pilots. While at Audience Chamber, adds 1 to your Force drains at Jabba's Palace sites. Gamorrean Ax JabbasPalace 23-gamorreanax Dark Weapon -- Character 4 C Use 1 Force to deploy on your Gamorrean. Adds 1 to power. When present at a site, Gamorrean draws one battle destiny if not able to otherwise. May target a character or creature for free. Draw destiny. Gamorrean Guard JabbasPalace 23-gamorreanguard Dark Character -- Alien 2 C Pow: 4 Abil: 1 4 1 Warrior Deploys only to Tatooine. Power -1 when not at a Tatooine site. May be sacrificed (lost) to cancel an attack just initiated by a creature present. Giran JabbasPalace 23-giran Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 3 2 Warrior Deploys only on Tatooine. Power +3 when defending a battle at a Jabba's Palace site. May forfeit in place of one of your alien leaders present who was 'hit' by a weapon, restoring that leader to normal. Herat JabbasPalace 23-herat Dark Character -- Alien 3 R [1-dot] Pow: 1 Abil: 3 Force-Attuned 3 2 Deploys only on Tatooine. During your control phase may search Reserve Deck, take 1 Utinni! or Jawa into hand and reshuffle. If you have 3 or more Jawas on table, may play Utinni! to cancel a Force drain at a related site or to cancel Control. Hermi Odle JabbasPalace 23-hermiodle Dark Character -- Alien 3 R [1-dot] Pow: 3 Abil: 2 3 2 Warrior When in a battle, you may 'react' by deploying any one non-unique blaster (for free) on Hermi from Reserve Deck. reshuffle. When present with your Advosze at a site, allows your character weapons to transfer for free there. Hidden Weapons JabbasPalace 23-hiddenweapons Dark Interrupt -- Used 2 U [1-dot] If Boba Fett, or your character with Mandalorian Armor is present during the weapons phase of a battle, target one opponent's character present. Draw Destiny: (0-1) no effect (2-3) character immediately captured (4-5) character is hit (6+) character immediately lost. Hutt Bounty JabbasPalace 23-huttbounty Dark Effect 5 R [1-dot] Deploy on a smuggler, gambler, or thief. If subsequently captured by a bounty hunter and then transfered to Jabba's Palace Dungeon, retrieve Force equal to character's forfeit. (+6 if Han) and lose effect. (Immune to Alter.) Hutt Smooch JabbasPalace 23-huttsmooch Dark Interrupt -- Lost 2 U [1-dot] Capture one opponents undercover spy ('cover is broken'). Or if opponent just deployed a spy to a site where opponent has no presence or Force icons, return spy to hand. Any Force used to deploy the spy remains used, and spy may not spy this turn. Information Exchange JabbasPalace 23-informationexchange Dark Effect 5 U [1-dot] Deploy on your side of the table. Whenever you have an information broker at a location where you just initiated a battle, you may examine the top four cards of opponent's Reserve Deck. You may then lose 1 Force to immediately cancel the battle. Jabba's Palace: Audience Chamber [d] JabbasPalace 23-jabbaspalaceaudiencechamber Dark Location -- Site 0 U [1-dot] Interior, Planet DARK(2): One per game you may deploy one alien here from Reserve Deck; reshuffle. LIGHT(1): If you control, may use 4 Force to cancel Scum and Villainy. Immune to Revolution. Jabba's Palace: Droid Workshop JabbasPalace 23-jabbaspalacedroidworkshop Dark Location -- Site 0 U [1-dot] Interior, Planet, Scomp Link DARK(1): Your droids deploy -1 here. LIGHT(0): If you control, with a droid here, Force drain +1 here. Jabba's Palace: Dungeon JabbasPalace 23-jabbaspalacedungeon Dark Location -- Site 0 U [1-dot] Interior, Planet DARK(1): Whenever a bounty hunter delivers a captive here, retrieve 2 Force (once per captive). LIGHT(0): If you control, may use 3 Force to release an imprisoned captive here. Jabba's Palace: Entrance Cavern [d] JabbasPalace 23-jabbaspalaceentrancecavern Dark Location -- Site 0 U [1-dot] Interior, Exterior, Planet DARK(1): Bib Fortuna deploys -3 here. If you control, with a Gamorrean here, Force drain +1 here. LIGHT(0): If you control, Force drain +1 here and your aliens deploy -2 here. Jabba's Palace: Rancor Pit JabbasPalace 23-jabbaspalacerancorpit Dark Location -- Site 0 U [1-dot] Interior, Underground, Planet DARK(1): Dark Waters may deploy here. If a creature present, cards cannot move from here. LIGHT(0): If your character here is 'eaten,' opponent retrieves Force equal to character's forfeit. Jabba's Palace Sabacc [d] JabbasPalace 23-jabbaspalacesabacc Dark Interrupt -- Lost 3 U [1-dot] Requirements: Gambler, gangster, smuggler or information broker at a Jabba's Palace site. Wild cards (1-6): Passenger Deck and deserts. Clone cards: Aliens and Jabba's Palace sites (gamblers and Jabba may use clones as 4). Stakes: One character weapon or non-unique alien. Jabba's Sail Barge JabbasPalace 23-jabbassailbarge Dark Vehicle -- Transport 3 R [1-dot] Pow: 5 Arm: 5 Land: 2 5 7 Scomp Link Deploys only on Tatooine; you may immediately deploy Passenger Deck from your Reserve Deck and reshuffle. May add 1 driver and 7 passengers. Your aliens deploy -1 aboard. Jabba's Sail Barge: Passenger Deck JabbasPalace 23-jabbassailbargepassengerdeck Dark Location -- Site 0 R [1-dot] Interior, Vehicle DARK(2): Deploy on Jabba's Sail Barge. If you occupy, Sail Barge is immune to attrition. LIGHT(0): Your characters may enter/exit here for 4 Force each. Jabba The Hutt JabbasPalace 23-jabbathehutt Dark Character -- Alien 1 R [1-dot] Pow: 3 Abil: 4 Force-Sensitive 6 7 Deploy -2 at Tatooine or Nal Hutta. To move requires +2 Force. May escort a captive. While at Audience Chamber, adds 1 to forfeit of all your other aliens and allows you to activate 1 Force for whenever you Force drain with an alien. Immune to attrition < 4. Jet Pack JabbasPalace 23-jetpack Dark Device 4 U [3-dot] Use 3 Force to deploy on any alien (except Boba Fett or Jabba). May 'fly' (landspeed = 3). May use 2 Force to move as a 'react'. J'Quille JabbasPalace 23-jquille Dark Character -- Alien 2 R [1-dot] Pow: 4 Abil: 1 5 3 Warrior Power +2 on Hoth. At the start of a battle, may cause one opponent's character of ability < 3 present to be excluded from the battle. While at Audience Chamber, all your other Whiphids are forfeit +2. Kithaba JabbasPalace 23-kithaba Dark Character -- Alien 2 R [1-dot] Pow: * Abil: 2 4 2 Pilot, Warrior Deploys only on Tatooine. Adds 1 to power of anything he pilots. * Power = 1 + ability of opponent's highest-ability character present. Klaatu JabbasPalace 23-klaatu Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 2 Warrior Deploys only on Tatooine. Power +2 when with Barada or defending a battle a a Jabba's Palace site. During a battle at same site, may forfeit a transport vehicle present to satisfy all remaining battle damage and attrition against you. Malakili JabbasPalace 23-malakili Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 2 Deploys only on Tatooine. During your control phase, may snare (steal) one creature or unoccupied creature vehicle present. Creatures at same site (except Sarlacc) do not attack and cannot be attacked. Mos Eisley Blaster [d] JabbasPalace 23-moseisleyblaster Dark Weapon -- Character 5 C Use 1 Force to deploy on your alien warrior (free if on Tatooine). May target a character for free. Draw destiny. Target is forfeit -2 for remainder of turn if destiny +2 > defense value. Murttoc Yine JabbasPalace 23-murttocyine Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 3 2 Warrior During your control phase, if at a Jabba's Palace site you control, may use 3 Force to search your Reserve Deck, take one other alien that is a smuggler, information broker, thief or spy into hand and reshuffle. Nal Hutta JabbasPalace 23-nalhutta Dark Location -- System 0 R [1-dot] Planet, Parsec: 3 DARK(2): During your control phase, may search Reserve Deck, take one Bounty or Hutt Bounty into hand; reshuffle. LIGHT(0): If you control, Force drain -1 here and opponent's Nal Hutta game text is canceled. Nikto JabbasPalace 23-nikto Dark Character -- Alien 3 C Pow: 2 Abil: 1 3 3 Warrior Deploys only to a Jabba's Palace site. Power and forfeit +2 when defending a battle at a Jabba's Palace site. Nizuc Bek JabbasPalace 23-nizucbek Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 2 Power +3 when present with your musician. When present at the start of a battle, may cause one character of ability less than X to move away for free (or that character is immediately lost) where X = the number of your musicians present. None Shall Pass JabbasPalace 23-noneshallpass Dark Interrupt -- Used 5 C If opponent just deployed a Rebel to a Jabba's Palace site, (and you have no Imperials at a Jabba's Palace site), return Rebel to opponents hand. Any Force used to deploy that Rebel remains used, and Rebel may not be deployed for the remainder of the turn. Nysad JabbasPalace 23-nysad Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 2 Deploys only on Tatooine. May deploy as a 'react' to a Jabba's Palace site or aboard a vehicle at a Tatooine site. Power +3 when defending a battle at a Jabba's Palace site. Ortugg JabbasPalace 23-ortugg Dark Character -- Alien 3 R [1-dot] Pow: 4 Abil: 1 4 3 Deploys only on Tatooine. Functions as a leader if present with another Gamorrean. While at Audience Chamber, all your other Gamorreans are forfeit +2. Pote Snitkin JabbasPalace 23-potesnitkin Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 2 3 3 When driving a vehicle, that vehicle is power +3 and moves for free. While at Audience Chamber, all your other Skrillings are power +2 and forfeit +1. Quarren JabbasPalace 23-quarren Dark Character -- Alien 3 C Pow: 1 Abil: 2 2 2 If present at a non-shielded site, your Imperials may deploy there (regardless of location deployment restrictions). When at a planet site, Tactical Support, Imperial Reinforcements and Full Scale Alert are Used Interrupts. Quick Reflexes JabbasPalace 23-quickreflexes Dark Effect 3 C Deploy on your side of table. During your draw phase, you make use 2 Force to search through your Lost Pile. Take one Hidden Weapons into hand or take any one blaster and immediately deploy it (for free). Rancor JabbasPalace 23-rancor Dark Creature -- Gigantic Predator 1 R [1-dot] Fer: * Hide: 5 6 0 * Ferocity = 8 + destiny. Habitat: Rancor Pit and exterior planet sites. Deploys only to the rancor pit or to where Malakili is the only character. Moves towards another Rancor whenever possible. Ree-Yees JabbasPalace 23-reeyees Dark Character -- Alien 3 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 3 Warrior Thrice per battle at same site, if you just drew a battle destiny of 3, may use 3 Force to add 3 to that destiny. Resistance [effect] JabbasPalace 23-resistance Dark Effect 4 U [1-dot] Deploy on your side of table. While you occupy at least 3 battlegrounds or opponent occupies no battle grounds, you lose no more than 2 Force from each Force drain or insert card. (Immune to Alter.) Salacious Crumb JabbasPalace 23-salaciouscrumb Dark Character -- Alien 3 R [1-dot] Pow: 0 Abil: 1 1 3 Opponent may initiate battle at same site for free. At same or adjacent site, whenever an opponent draws a card for battle destiny, if it is: Even, opponent must use 1 Force (if possible); Odd, destiny card is lost. (AH-hahahahaha!) Sandwhirl [d] JabbasPalace 23-sandwhirl Dark Effect -- Mobile 4 U [Diamond] Called 'Teeth Of The Wind' by Tusken Raiders. Only those familiar with Tatooine's vast deserts can navigate successfully during its furious onslaught. Deploy on a Desert. Specify starting direction. All characters (except Jawas and Tusken Raiders) present at same non-interior site are missing. During your control phase, moves to next adjacent site (reversing directions as necessary), but lost if at an interior site. Scum And Villainy JabbasPalace 23-scumandvillainy Dark Effect 4 R [1-dot] Deploy on Audience Chamber. While all your ability on table is provided by aliens and independent starship pilots, your aliens and starships deploy -1 and you retrieve 2 Force whenever you initiate battle. (Immune to Alter if you control at least three Jabba's Palace sites.) Skiff [d] JabbasPalace 23-skiff Dark Vehicle -- Transport 2 C Pow: 3 Man: 3 Land: 3 3 3 Scomp Link Deploy -1 to a Tatooine site. May add 1 driver and 5 passengers. May move as a 'react.' If lost, any characters aboard may 'jump off' (disembark). Skrilling JabbasPalace 23-skrilling Dark Character -- Alien 4 C Pow: 2 Abil: 1 2 2 Warrior Once per turn, may steal a weapon or device from an opponent's character just lost or forfeited where present. When you play Tusken Scavengers, may steal vehicles, weapons and devices found (place them in your Used Pile). Tatooine: Desert [d] JabbasPalace 23-tatooinedesert Dark Location -- Site 0 C [3-dot] Exterior, Planet DARK(1): Your character movement from here (except for scouts) requires +1 landspeed. LIGHT(1): Your character movement from here (except for scouts) requires +1 landspeed. Tatooine: Great Pit Of Carkoon JabbasPalace 23-tatooinegreatpitofcarkoon Dark Location -- Site 0 U [1-dot] Exterior, Planet DARK(1):During your control phase may cause Sarlacc to immediately attack one captive present. LIGHT(0): (blank) Tatooine: Jabba's Palace [d] JabbasPalace 23-tatooinejabbaspalace Dark Location -- Site 0 U [1-dot] Exterior, Planet DARK(2): During your deploy phase, may deploy one Jabba's Palace site from Reserve Deck; reshuffle. LIGHT(1): If you control, opponent's Jabba's Palace game text here is canceled. Immune to Revolution. Taym Dren-garen JabbasPalace 23-taymdrengaren Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 1 2 When on Tatooine, may cancel any result of Krayt Dragon Bones. While at Audience Chamber, all your Tusken Raiders are power = 3 and forfeit +2. Thermal Detonator JabbasPalace 23-thermaldetonator Dark Weapon -- Character 3 R [1-dot] Use 3 Force to deploy on any bounty hunter, when collecting a bounty, adds 3 to Force retrieved. Also, may detonate at same site. draw 3 destiny, all cards (except effects) with any of those destiny numbers at that site are lost. Thermal Detonator is also lost. Thul Fain JabbasPalace 23-thulfain Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 1 2 3 Pilot Deploys free to your [Independent] starship. Adds 2 to power of anything he pilots. When with Lieutenant Tanbris in a battle at a system, adds 2 to each of your battle destiny draws. Torture JabbasPalace 23-torture Dark Interrupt -- Used or Lost 6 C [1-dot] Cancel Never Tell Me The Odds if it was just inserted or revealed. (Immune to Sense). LOST: Target a droid at Droid Workshop that you have captured or stolen. Droid is lost. Retrieve Force equal to droid's forfeit (doubled if stolen). Trandoshan JabbasPalace 23-trandoshan Dark Character -- Alien 3 C Pow: 3 Abil: 1 3 2 Warrior Power and Forfeit +1 at same site as a Wookiee or while Bossk at Audience Chamber. When in battle at same site as a bounty, adds 1 to attrition against opponent. Trap Door JabbasPalace 23-trapdoor Dark Interrupt -- Used 5 U [1-dot] If you have no characters in the rancor pit at the end of your deploy phase, target a character (even a captive) at audience chamber. Draw destiny. If destiny +2 is greater than ability, target relocated to rancor pit, and, if captive, released to the LS of the Rancor Pit (not Used Pile). Twi'lek Advisor JabbasPalace 23-twilekadvisor Dark Interrupt -- Used or Starting 5 C [1-dot] USED: Use 3 Force to search your Reserve Deck and take one Effect of any kind into hand; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which has no deploy cost; reshuffle. Place Interrupt in the Lost Pile. Vedain JabbasPalace 23-vedain Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 1 2 2 Deploys only on Tatooine. During your control phase, if at a Jabba's Palace site, may use 2 Force to make a 'wager'. Both players draw one destiny. Player with lower number loses 1 Force. Velken Tezeri JabbasPalace 23-velkentezeri Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 2 Warrior When at a site you control, allows your Seekers to deploy free there. Also allows your Seekers to move for free and to ignore any or all potential target(s) whenever you choose. Vibro-Ax [d] JabbasPalace 23-vibroax Dark Weapon -- Character 4 C Use 3 Force to deploy on any alien warrior. Adds 1 to power. May target using 1 Force. Both players draw destiny. Target immediately excluded from battle if warrior's power + your destiny > target's power + opponent's destiny. Vizam JabbasPalace 23-vizam Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 3 3 Deploys only on Tatooine. Power +3 when defending a battle. If with your Advosze during your control phase, may search Reserve Deck, take one vehicle weapon into hand and reshuffle. Your vehicle weapons deploy free at same site. Weequay Guard JabbasPalace 23-weequayguard Dark Character -- Alien 3 C [3-dot] Pow: 3 Abil: 1 3 1 Warrior Deploys only on Tatooine. Deploy -1 to same site as any Weequay. When at same site as any Weequay, (except Weequay Guards), may draw one battle destiny if not able to otherwise. Weequay Hunter JabbasPalace 23-weequayhunter Dark Character -- Alien 3 C [3-dot] Pow: 3 Abil: 1 4 2 Warrior Deploys only on Tatooine. When present at the start of a battle, may sacrifice (lose) one of your Banthas present: adds 2 to power of each Weequay there for remainder of turn. (May not sacrifice if Tusken Raiders present out number Weequay present). Weequay Marksman JabbasPalace 23-weequaymarksman Dark Character -- Alien 2 U [3-dot] Pow: 2 Abil: 1 4 3 Warrior Deploys only on Tatooine. May fire one weapon during your control phase (at double use of Force). May use 2 Force to 'assassinate' any character just 'hit' by Weequay Marksman (victim is immediately lost). Weequay Skiff Master JabbasPalace 23-weequayskiffmaster Dark Character -- Alien 2 C [3-dot] Pow: 2 Abil: 1 4 2 Warrior Deploys only on Tatooine. Power +2 When defending a battle or when with another Weequay in battle. Adds 3 to power of any Skiff he drives. Well Guarded JabbasPalace 23-wellguarded Dark Effect 6 U [1-dot] Deploy on you side of table. While you have fewer than 13 cards in your hand, your non-unique cards in hand (except effects of any kind and any interrupts) are immune to Grimtaash. (Immune to Alter while you occupy 2 battlegrounds). Whiphid JabbasPalace 23-whiphid Dark Character -- Alien 2 C Pow: 3 Abil: 1 4 1 Power +2 on Hoth. Forfeit +2 under 'nighttime conditions.' When at a site, if opponent cancels Sunsdown at the related system, causes Effect to go to Used Pile, and you may retrieve 2 Force. Wittin JabbasPalace 23-wittin Dark Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 3 3 Deploys only on Tatooine. Your Jawa Pack is not unique, is doubled, deploys free (or for 6 Force from each player) and cumulatively affects your Jawa's forfeit. While at Audience Chamber or Jawa Camp, all your other Jawas are power +2. Wooof JabbasPalace 23-wooof Dark Character -- Alien 3 R [1-dot] Pow: 2 Abil: 2 3 2 Pilot Deploys only at Tatooine. Power +2 when defending a battle at a Jabba's Palace site. Adds 2 to power of anything he pilots (3 if piloting an Wounded Wookiee JabbasPalace 23-woundedwookiee Dark Interrupt -- Lost 2 U [1-dot] During a battle, if opponent drew more than two battle destiny, cancel all but two of those destiny draws (your choice). OR If your non-unique alien is in a battle, cancel game text of one Rebel present for remainder of turn. OR Cancel Clash Of Sabers. Yuzzum JabbasPalace 23-yuzzum Dark Character -- Alien 3 C [3-dot] Pow: 2 Abil: 1 2 2 Warrior Deploys only on Endor or to same site as a bounty hunter. Power +2 when present with an Ewok. During your control phase, if a bounty hunter or Rodian present, may search Reserve Deck, take one We Have A Prisoner into hand and reshuffle. 8D8 JabbasPalace 24-8d8 Light Character -- Droid 5 R [1-dot] Pow: 1 Maintenance Droid 1 3 May cancel Torture, Aiiii! Aaa! Aggggggggggggg! or Sonic Bombardment targeting a character at same site. Once during each of your turns, if with any imprisoned captive, may draw destiny: if destiny > 3, randomly select one captive there to be released. A Gift JabbasPalace 24-agift Light Effect -- Immediate 4 U [1-dot] If you just moved a droid to Audience Chamber, deploy on the droid. Droid is an Undercover spy. Wherever opponent has an alien, opponent's battle destiny draws are -2 and Force drains are -1. Immediate Effect canceled if droid leaves Tatooine. (Immune to Control.) Arc Welder JabbasPalace 24-arcwelder Light Device 6 U Deploy on any R-unit droid. During your control phase, may use 2 Force to release an escorted captive present. Also, when present at start of a battle, may cause one opponent's character of ability = 1 present to be excluded from that battle. Ardon 'Vapor' Crell JabbasPalace 24-ardonvaporcrell Light Character -- Alien 4 R [1-dot] Pow: 2 Abil: 1 2 2 Deploys free on Tatooine. While on Tatooine, your Force drains are +1 at exterior sites where you have a Vaporator or Hydroponics Station (+2 if both). While present with a Vaporator, each of your characters present is immune to attrition < 3. Artoo JabbasPalace 24-artoo Light Character -- Droid 1 or 6 R [1-dot] Pow: 1 Astromech Droid 4 5 Nav Computer During each of your control phases, may take one Hero Of A Thousand Devices or A Gift into hand from Reserve Deck; reshuffle. If at a battleground site with C-3P0, may subtract 1 from each opponent's battle destiny at same and related sites. Artoo, I Have A Bad Feeling About This JabbasPalace 24-artooihaveabadfeelingaboutthis Light Interrupt -- Lost 3 U [1-dot] If you are about to draw a battle destiny, instead use the destiny number of one of your droids in that battle. OR Add 1 to attrition against opponent for each droid you have in that battle. OR If R2-D2 and C-3PO are in battle together, opponent draws no battle destiny. Attark JabbasPalace 24-attark Light Character -- Alien 3 R [1-dot] Pow: 2 Abil: 2 3 2 When at a site you control, allows your Seekers to deploy free there. Attark also allows your Seekers to move for free and to ignore any or all potential target(s) whenever you choose. Aved Luun JabbasPalace 24-avedluun Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 3 Force-Attuned 3 2 Deploys only on Tatooine. During your control phase, may search Reserve Deck, take one Utinni! or Jawa into hand and reshuffle. If you have 3 or more Jawas on table, may play Utinni! to cancel a Force drain at a Tatooine site or to cancel Control. Baragwin JabbasPalace 24-baragwin Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 2 2 3 Warrior Once per turn, if the top card of your Lost Pile is a weapon, device or transport vehicle, may use 1 Force to retrieve it. During your control phase, may exchange one card in hand for one weapon or device in your Lost Pile. Bargaining Table JabbasPalace 24-bargainingtable Light Effect 4 U [1-dot] Deploy on your side of the table. Once per turn, you may cancel a Force drain by placing here from hand, one non-unique alien. Aliens may deploy from here as if from hand. (If effect canceled by opponent, any aliens here may immediately deploy for free). BG-J38 JabbasPalace 24-bgj38 Light Character -- Droid 4 R [1-dot] Pow: 1 Maintenance Droid 2 2 May add 2 to the destiny of each of your holograms and dejariks drawn for battle destiny or weapon destiny. While at a site you control, adds 1 to power of each of your dejariks and holograms at a holosite. Blaster Deflection JabbasPalace 24-blasterdeflection Light Interrupt -- Used Or Lost 4 R [1-dot] USED: Cancel an attempt to use a character weapon to target your character of ability > 4. LOST: If your character of ability > 4 with a lightsaber was just targeted by a blaster, use 3 Force to re-target that blaster to an opponent's character present. B'omarr Monk JabbasPalace 24-bomarrmonk Light Character -- Alien 2 C [3-dot] Pow: 0 Abil: 4 Force-Sensitive 3 4 While at a site, adds Force icons to equalize them for both sides. Cancels opponent's Jabba's Palace game text where present. Can not use vehicles, starships, weapons, or devices. Participates only in defensive battles. Lost if not on Tatooine. Bo Shuda JabbasPalace 24-boshuda Light Effect 5 U [1-dot] Deploy on Audience Chamber. If you have an alien here, no battles or Force drains may take place here and your aliens cannot be targeted by Trap Door. Effect canceled if opponent occupies this site without an alien. (Immune to Alter.) Chadra-Fan JabbasPalace 24-chadrafan Light Character -- Alien 4 C Pow: 1 Abil: 2 2 2 Power and forfeit +2 while Kabe at Audience Chamber. During your control phase, may glance at one card randomly selected from opponent's hand; if that card is a character weapon, may 'steal' it into your hand. Choke JabbasPalace 24-choke Light Interrupt -- Lost 4 C During your control phase, cancel the game text of one unique ([1-dot]) alien for remainder of turn. OR If you just forfeited an alien, cancel all remaining attrition against you. Corellian Retort JabbasPalace 24-corellianretort Light Interrupt -- Used Or Lost 5 U [1-dot] USED: Search your Reserve Deck, take one Captive Fury or Captive Pursuit into hand and reshuffle. LOST: If a bounty hunter (or gangster) and Han are involved in the same battle, you may add one battle destiny (add two if gangster is Jabba). Devaronian JabbasPalace 24-devaronian Light Character -- Alien 3 C Pow: 1 Abil: 2 3 2 Pilot Power +2 at Mos Eisley, any mobile site or any docking bay. Adds 2 to power of anything he pilots. When playing sabacc, may use clone cards to 'clone' his own destiny number. Don't Forget The Droids JabbasPalace 24-dontforgetthedroids Light Interrupt -- Used Or Lost 6 C [1-dot] USED: Cancel 3,720 To 1 if it was just inserted or revealed. (Immune to Sense.) LOST: Cancel one opponent's battle destiny just drawn by sacrificing (losing) one of your droids in that battle. Droopy McCool JabbasPalace 24-droopymccool Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 1 2 3 Power +2 at any desert or Tatooine site. Immune to Gravel Storm, Sandwhirl and desert landspeed requirements. While at Audience Chamber, all your other Kitonaks are forfeit +2. Immune to attrition < number of your musicians on table. Dune Sea Sabacc [l] JabbasPalace 24-duneseasabacc Light Interrupt -- Used 5 U [1-dot] Requirements: A Jawa at a Tatooine site. Wild cards (0-7): Sandcrawler sites, Magnetic Suction Tube, Jawa Siesta and Jawa Pack. Clone cards: Tatooine locations, sandcrawlers, Jawa weapons, and Utinni! Stakes: One device or droid without armor. Elom JabbasPalace 24-elom Light Character -- Alien 4 C Pow: 1 Abil: 2 3 3 Power +3 at same site as Imperial. For remainder of game, Plastoid Armor is an Effect, is not unique, is immune to Alter while on table, and it deploys only on a any Rebel or alien at same mobile site as Elom (character is now 'disguised'). Fallen Portal JabbasPalace 24-fallenportal Light Interrupt -- Used 4 U [1-dot] Target one creature or up to two characters present that just initiated an attack or battle against you at Back Door, Rancor Pit, Tatooine: Jabba's Palace or any docking bay. Draw destiny. Target(s) immediately lost if destiny +2 > total defense value. Florn Lamproid JabbasPalace 24-flornlamproid Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 2 3 2 May deploy as a 'react' to any jungle or forest site. Power and forfeit +2 while Dice Ibegon at Audience Chamber. Poison stinger cumulatively adds 1 to attrition against opponent in battles at same site. Garon Nas Tal JabbasPalace 24-garonnastal Light Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 2 3 Warrior While at Audience Chamber, all your other Saurins are forfeit +2 and all your characters trained by Sai'torr Kal Fas are power and forfeit +1. Geezum JabbasPalace 24-geezum Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 1 3 2 During your control phase, if at an exterior planet site, may use 2 Force to search your Reserve Deck, take a related site into hand and reshuffle. While at Audience Chamber, all your other Snivvians are forfeit +2. Ghoel JabbasPalace 24-ghoel Light Character -- Alien 4 R [1-dot] Pow: 0 Abil: 2 2 4 Deploys only at interior sites. Cannot move. During a battle at same site, may target one character present. Draw destiny. If destiny +3 > ability, target may not use ability toward drawing battle destiny this turn. Gran JabbasPalace 24-gran Light Character -- Alien 2 C [3-dot] Pow: 1 Abil: 1 2 3 May retrieve 1 Force whenever opponent initiates battle at same or adjacent site (if at same site, retrieved Force may be taken into hand). Hidden Compartment JabbasPalace 24-hiddencompartment Light Device 5 U Deploy on any R-unit droid. At start of a battle, you may 'react' by deploying one character weapon (at normal use of the Force) from Reserve Deck on a warrior present; reshuffle. H'nemthe JabbasPalace 24-hnemthe Light Character -- Alien 2 C Pow: 1 Abil: 2 2 3 Pilot Adds 2 to power of anything she pilots. Adds 2 to deploy cost of each opponent's male Imperial when that Imperial is deploying to same or adjacent site. Holoprojector JabbasPalace 24-holoprojector Light Device 4 U Deploy on any R-unit droid. During your control phase, may use 1 Force to search your Reserve Deck, take one hologram or dejarik card into hand and reshuffle. I Must Be Allowed To Speak JabbasPalace 24-imustbeallowedtospeak Light Effect 4 R [1-dot] Deploy on a Jabba's Palace site. Luke may deploy at this site regardless of presence or location deployment restrictions. When he is deployed here, relocate Effect to Luke, he is immune to attrition while on Tatooine. (Immune to Alter.) Ishi Tib JabbasPalace 24-ishitib Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 1 Arm: 3 2 2 Power +1 at any swamp. During your draw phase, may place one card from your hand on bottom of Used Pile to draw a card from Reserve Deck. Ithorian JabbasPalace 24-ithorian Light Character -- Alien 2 C [3-dot] Pow: 1 Abil: 2 2 2 Power and forfeit +2 while Momaw Nadon at Audience Chamber. While at any jungle, swamp, forest or exterior Endor site, adds one [Dark Side Force] icon and one [Light Side Force] icon. Prevents [selective] creatures from attacking where present. Jabba's Palace: Audience Chamber [l] JabbasPalace 24-jabbaspalaceaudiencechamber Light Location -- Site 0 U [1-dot] Interior, Planet LIGHT(2): If you control, Scum And Villainy is canceled. May deploy Bo Shuda from Reserve Deck; reshuffle. DARK(1): Your alien leaders here are immune to attrition. Jabba's Palace: Entrance Cavern [l] JabbasPalace 24-jabbaspalaceentrancecavern Light Location -- Site 0 U [1-dot] Interior, Exterior, Planet LIGHT(1): If you control, Force drain +1 here. DARK(1): Gamorrean Guards are power and forfeit +1 here. Jabba's Palace Sabacc [l] JabbasPalace 24-jabbaspalacesabacc Light Interrupt -- Lost 3 U [1-dot] Requirements: A Gambler, gangster, smuggler or information broker at a Jabba's Palace site. Wild cards (1-6): Passenger Deck and deserts. Clone cards: Aliens and Jabba's Palace sites (gamblers and Jabba may use clone cards as 4's.) Stakes: One character weapon or non-unique alien. Jedi Mind Trick JabbasPalace 24-jedimindtrick Light Interrupt -- Used Or Lost 3 R [1-dot] USED: Cancel a Force drain at a site if Luke is at an adjacent site. LOST: If your character of ability > 4 is present with an opponent's leader, release a captive from a related prison (canceled if opponent loses 2 Force). Jess JabbasPalace 24-jess Light Character -- Alien 1 R [1-dot] Pow: 1 Abil: 2 3 3 Warrior May retrieve 1 Force each time you deploy a musician to same site. During your turn, may use 1 Force to 'charm' one male alien of ability < 3 present; that male is forfeit = 0 for remainder of turn. Kalit JabbasPalace 24-kalit Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 3 3 Deploys only on Tatooine. Your Jawa Siesta is not unique ([1-dot]), is doubled, deploys free (or for 6 Force from each player) and cumulatively affects your Jawas' forfeit. While at Audience Chamber or Jawa Camp, all your other Jawas are power +2. Ke Chu Ke Kukuta? JabbasPalace 24-kechukekukuta Light Interrupt -- Used 5 C If opponent just deployed an Imperial to a Jabba's Palace site (and you have no Rebels at any Jabba's Palace site), return Imperial to opponent's hand. Any Force used to deploy that Imperial remains used and Imperial may not be deployed for remainder of turn. Kiffex [l] JabbasPalace 24-kiffex Light Location -- System 0 R [1-dot] Planet, Parsec: 2 LIGHT(2): If you occupy with exactly 2 starships, your total power here is +2 and Vul Tazaene anywhere is doubled. DARK(2): If you occupy with exactly 2 starships, your total power here is +2. Kirdo III JabbasPalace 24-kirdoiii Light Location -- System 0 R [1-dot] Planet, Parsec: 1 LIGHT(1): If you occupy, once per turn, may search Reserve Deck and take any Desert, Kitonak, or Sandwhirl into hand; reshuffle. DARK(1): If you control, Force drain -1 here. Kitonak JabbasPalace 24-kitonak Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 1 2 2 Power +1 at a Tatooine site, or power +2 at any desert. Immune to Gravel Storm, Sandwhirl and desert landspeed requirements. Immune to attrition < the number of your musicians present. Klatooinian Revolutionary JabbasPalace 24-klatooinianrevolutionary Light Character -- Alien 3 C Pow: 3 Abil: 1 4 3 Warrior Power +2 at any Jabba's Palace site. May 'react' by deploying or moving to same site as any Hutt. Laudica JabbasPalace 24-laudica Light Character -- Alien 3 R [1-dot] Pow: 2 Abil: 2 2 3 Warrior When in a battle, you may 'react' by deploying any one non-unique blaster (for free) on Laudica from Reserve Deck; reshuffle. When present with your non-unique Corellian at a site, allows your character weapons to transfer for free there. Leslomy Tacema JabbasPalace 24-leslomytacema Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 2 2 2 Pilot Adds 3 to power of anything she pilots. While at Audience Chamber, adds 2 to the power bonus provided by Ellorrs Madak. Life Debt JabbasPalace 24-lifedebt Light Interrupt -- Lost 3 R [1-dot] If Han and Chewie are in a battle together, add two battle destiny. OR Search your Reserve Deck, take Falcon into hand, and reshuffle. OR If Han is defending a battle alone, you may 'react' by deploying Chewie there (for free) from your Reserve Deck; reshuffle. Loje Nella JabbasPalace 24-lojenella Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 2 2 3 While at Audience Chamber, suspends Gailid's and Mosep's game text and allows you to activate 1 Force whenever you Force drain with an alien. Mandalorian Mishap JabbasPalace 24-mandalorianmishap Light Interrupt -- Used 5 U [1-dot] If Boba Fett is defending a battle, draw one battle destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero). OR Cancel, for the remainder of the turn, the game text of Jet Pack or any weapon that may fire repeatedly. Max Rebo JabbasPalace 24-maxrebo Light Character -- Alien 2 R [1-dot] Pow: 1 Abil: 1 3 2 Power +2 on Hoth. If at same site as another of you musicians, you may play Bith Shuffle to cancel a Force drain at an adjacent site. While at Audience Chamber, all your other musicians are deploy -1 and forfeit +3. Mos Eisley Blaster [l] JabbasPalace 24-moseisleyblaster Light Weapon -- Character 5 C Use 1 Force to deploy on your alien warrior (free if on Tatooine). May target a character for free. Draw destiny. Target is forfeit -2 for remainder of turn if destiny +2 > defense value. Nar Shaddaa Wind Chimes JabbasPalace 24-narshaddaawindchimes Light Interrupt -- Used 5 U [1-dot] Once per game, target one non-unique character on table. Draw destiny. If destiny is less than X, retrieve X Force, where X equals the number of copies of that card you have on table (immune to Sense). OR search your Reserve Deck and take one non-unique alien into hand; reshuffle. Oola JabbasPalace 24-oola Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 1 2 3 During your control phase, may cause opponent to reveal entire hand by using X Force, where X = number of cards in opponent's hand. All unique ([1-dot]) male Imperials or unique ([1-dot]) male aliens there are placed in opponent's Used Pile. Ortolan JabbasPalace 24-ortolan Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 1 2 2 Power and forfeit +2 on Hoth or at Dining Room. While at a marker site, cumulatively adds 1 to number of Hoth sites required for opponent to gain a Force drain bonus from Walker Garrison. Palejo Reshad JabbasPalace 24-palejoreshad Light Character -- Alien 2 R [1-dot] Pow: 1 Abil: 2 2 2 Pilot Adds 2 to power of anything he pilots. While at Audience Chamber, all your Corellians are power and forfeit +1 (+2 if non-unique) and your Force generation at the Corellia system is +2. Princess Leia Organa JabbasPalace 24-princessleiaorgana Light Character -- Rebel 1 R [1-dot] Pow: 3 Abil: 4 Force-Sensitive * 7 Pilot, Warrior * Deploys free as an escorted captive of Jabba, or a bounty hunter (you may not initiate battle there on the same turn). While a captive, opponent's unique ([1-dot]) aliens at same site are forfeit -2. If released, retrieve 5 Force. Immune to attrition < 3. Projection Of A Skywalker JabbasPalace 24-projectionofaskywalker Light Effect 5 U [2-dot] Deploy on your side of table. Your Force drains are +1 at holosites and opponent must lose an additional 1 Force to draw a card with Shot In The Dark. (Immune to Alter.) OR Deploy on any planet site. Opponent's Force drains are -1 here. Pucumir Thryss JabbasPalace 24-pucumirthryss Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 1 3 3 Warrior While on Cloud City, adds 1 to your Force drains at Cloud City sites and adds 4 to destiny of each of your miners drawn for battle destiny. During your deploy phase, may deploy one non-unique Rebel to same Cloud City site from Reserve Deck; reshuffle. Rayc Ryjerd JabbasPalace 24-raycryjerd Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 3 4 Pilot Adds 2 to power of anything he pilots (or 4 if trained by Rycar Ryjerd). Any starfighter Rayc pilots is immune to Tallon Roll and is not lost if an asteroid sector is drawn for asteroid destiny. Rennek JabbasPalace 24-rennek Light Character -- Alien 2 R [1-dot] Pow: 1 Abil: 1 2 3 Warrior Creatures at same site (except Sarlacc) do not attack and cannot be attacked. Up to three times per turn, may use 1 Force to cumulatively add 1 to his power for remainder of turn. Revealed JabbasPalace 24-revealed Light Interrupt -- Lost 3 U [1-dot] Place one opponent's Undercover spy in opponent's Used Pile. OR If opponent just deployed a spy to a site where opponent has no presence or Force icons, return spy to hand. Any Force used to deploy spy remains used and that card may not deploy this turn. R'kik D'nec, Hero Of The Dune Sea JabbasPalace 24-rkikdnecheroofthedunesea Light Character -- Alien 1 R [1-dot] Pow: 3 Abil: 1 3 3 Warrior Deploys only on Tatooine. Jawa weapons deploy free on R'kik, when firing one, may add up to 3 to the total weapon destiny just drawn. When he playing Dune Sea Sabacc and wins, wins double. Saelt-Marae JabbasPalace 24-saeltmarae Light Character -- Alien 3 R [1-dot] Pow: 2 Abil: 1 2 3 During battle, if an opponent's alien present, may use 3 Force to peek at top card of any Reserve Deck. While at Audience Chamber, all your other Yarkora are power and forfeit +2. Sandwhirl [l] JabbasPalace 24-sandwhirl Light Effect -- Mobile 4 U [Diamond] Jawa shamans often predict when and where a sandstorm is going to take place. Even when caught in such a storm, the Jawas know how to avoid misfortune. Deploy on a Desert. Specify starting direction. All characters (except Jawas and Tusken Raiders) present at same non-interior site are missing. During your control phase, moves to next adjacent site (reversing directions as necessary), but lost if at an interior site. Sergeant Doallyn JabbasPalace 24-sergeantdoallyn Light Character -- Alien 4 R [1-dot] Pow: 3 Abil: 2 3 4 Warrior When Doallyn is on Tatooine, Tusken Breath Mask may target one of your characters on Tatooine, is immune to Alter, is not unique, doubles its power and forfeit bonuses and provides protection from Gravel Storm and Sandwhirl. Shasa Tiel JabbasPalace 24-shasatiel Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 1 Arm: 3 3 3 Power +1 at any swamp. During opponent's control phase, may use 3 Force to examine the cards in opponent's Force Pile, reorder however you wish and replace. While at Audience Chamber, all your other Ishi Tibs are power and forfeit +2. Sic-Six JabbasPalace 24-sicsix Light Character -- Alien 3 C Pow: 2 Abil: 1 2 3 Subtracts 2 from forfeit of each opponent's pilots at same site. Prevents characters from moving to or from same or adjacent sites using Elis Helrot or Nabrun Leids. Skiff [l] JabbasPalace 24-skiff Light Vehicle -- Transport 2 C Pow: 3 Man: 3 Land: 3 3 3 Deploy -1 to a Tatooine site. May add 1 driver and 5 passengers. May move as a 'react.' If lost, any characters aboard may 'jump off' (disembark). Skull JabbasPalace 24-skull Light Interrupt -- Used 4 U [1-dot] During a battle or attack, place out of play one non-droid character, creature or creature vehicle from your Lost Pile. Add its destiny number to your total power. OR Search your Reserve Deck, take Fallen Portal or Blast the Door, Kid! into hand and reshuffle. Snivvian JabbasPalace 24-snivvian Light Character -- Alien 2 C Pow: 1 Abil: 1 2 2 May deploy as a 'react'. Power +2 under 'nighttime conditions'. When at a site, if opponent cancels Nightfall on related system, causes Effect to go to Used Pile and may retrieve 2 Force. Someone Who Loves You JabbasPalace 24-someonewholovesyou Light Interrupt -- Used 4 U If Han was just lost and Leia is on table (or vice versa), place the just lost character on your Used Pile instead. OR If Leia is present at a site where Han is captive, release Han. OR Cancel a Force drain at a prison. Strangle JabbasPalace 24-strangle Light Interrupt -- Lost 7 R [1-dot] Target an escort alone and its captive. Draw destiny. Escort lost if destiny + captive's power > escort's ability + power. OR During a battle at a site where Leia is an escorted captive, add one battle destiny. Tamtel Skreej JabbasPalace 24-tamtelskreej Light Character -- Alien 1 R [1-dot] Pow: 3 Abil: 3 Force-Attuned 4 6 Pilot, Warrior Deploys only on Tatooine. Adds 2 to power of anything he pilots. Once per game, Undercover may deploy on Tamtel from Reserve Deck; reshuffle. While at a site you control, Rebels are immune to None Shall Pass at that site. Tanus Spijek JabbasPalace 24-tanusspijek Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 1 3 3 When at a Yavin 4 site, adds 1 to your Force drains at Alderaan system for each Yavin 4 site you control. While at Audience Chamber, all your other Elom are power and forfeit +1. Tatooine: Desert [l] JabbasPalace 24-tatooinedesert Light Location -- Site 0 C [3-dot] Exterior, Planet LIGHT(1): Your character movement from here (except for scouts) requires +1 landspeed. DARK(1): Your character movement from here (except for scouts) requires +1 landspeed. Tatooine: Hutt Canyon JabbasPalace 24-tatooinehuttcanyon Light Location -- Site 0 U [1-dot] Exterior, Planet LIGHT(1): If you occupy with a Jawa, opponent may not draw battle destiny here. DARK(1): If you occupy with a Tusken Raider, opponent may not draw battle destiny here. Tessek JabbasPalace 24-tessek Light Character -- Alien 1 R [1-dot] Pow: 1 Abil: 2 3 3 Whenever your opponent deploys a character of destiny 1, you may activate 1 Force. While at Audience Chamber, adds 1 to your Force drains where you have a non-unique alien and all your non-unique aliens are deploy -1. The Signal JabbasPalace 24-thesignal Light Interrupt -- Used Or Starting 5 C [1-dot] USED: Use 3 Force to search your Reserve Deck and take one Effect of any kind into hand; reshuffle STARTING: Deploy from your Reserve Deck one Effect which has no deploy cost; reshuffle. Place Interrupt in the Lost Pile. Tibrin JabbasPalace 24-tibrin Light Location -- System 0 R [1-dot] Planet, Parsec: 2 LIGHT(1): If you occupy, during your control phase, may exchange three cards in hand for any one card in your Lost Pile. DARK(1): If you control, Force drain +1 here. Ultimatum [effect] JabbasPalace 24-ultimatum Light Effect 4 U [1-dot] Deploy on your side of table. While you occupy at least 3 battlegrounds or opponent occupies no battle grounds, you lose no more than 2 Force from each Force drain or 'insert' card. (Immune to Alter.) Unfriendly Fire JabbasPalace 24-unfriendlyfire Light Interrupt -- Used 5 R If an AT-AT, an AT-ST, Jabba's Sail Barge or Planet Defender Ion Cannon has just been lost at a site, draw destiny. All cards with that destiny number at that site are lost. Vibro-Ax [l] JabbasPalace 24-vibroax Light Weapon -- Character 4 C Use 3 Force to deploy on any alien warrior. Adds 1 to power. May target using 1 Force. Both players draw destiny. Target immediately excluded from battle if warrior's power + your destiny > target's power + opponent's destiny. Vul Tazaene JabbasPalace 24-vultazaene Light Character -- Alien 2 R [1-dot] Pow: 2 Abil: 2 2 2 Pilot Adds 2 to power of anything he pilots. Twice during battle at same system, may use 2 Force to add 2 to any destiny of 2. If present with Tonnika Sisters, Vul and Tonnika Sisters are lost. Weapon Levitation [l] JabbasPalace 24-weaponlevitation Light Interrupt -- Used Or Lost 4 U [1-dot] USED: Search your Used Pile, take one weapon into hand and reshuffle. LOST: Cancel You Are Beaten. OR If a battle was just initiated, one of your characters of ability > 3 present may steal one character weapon present. Worrt JabbasPalace 24-worrt Light Creature -- Guard 4 U [1-dot] Fer: 3 Bark: 4 2 0 Habitat: planet sites (except Hoth). Does not attack your characters. When at a Tatooine site, prevents opponent's characters present from using their landspeed. Yarkora JabbasPalace 24-yarkora Light Character -- Alien 3 C [3-dot] Pow: 1 Abil: 1 2 2 If at same site as an Undercover spy during your control phase, may draw destiny. Each of your Yarkoras on table may cumulatively subtract one from that destiny. Spy's 'cover is broken' if destiny = spy's ability. Yarna d'al' Gargan JabbasPalace 24-yarnadalgargan Light Effect 6 U [1-dot] Deploy on your side of the table. While you have fewer than 13 cards in hand, your non-unique cards in hand (except Effects of any kind and Interrupts) are immune to Monnok. (Immune to Alter while you occupy 2 battlegrounds). You Will Take Me To Jabba Now JabbasPalace 24-youwilltakemetojabbanow Light Interrupt -- Used 5 C [1-dot] If Jabba is at a Jabba's Palace site, relocate one of your characters to that location from a related site. OR During your deploy phase, deploy one alien (at normal use of the Force) from Reserve Deck to the Audience Chamber; reshuffle. Yoxgit JabbasPalace 24-yoxgit Light Character -- Alien 3 R [1-dot] Pow: 1 Abil: 2 2 3 Deploys free to a Cloud City or Jabba's Palace site. Power +2 on Cloud City. During your control phase, may use 3 Force to search your Lost Pile and take one weapon or device into hand. Hutt Influence JabbasPalaceSealed 25-huttinfluence Dark Effect 4 PM [1-dot] Deploy on table. Opponent may not cancel or modify Force drains at each Tatooine battleground site where you have two aliens with different card titles. Also, attrition against you is reduced by 2 when two of your non-unique aliens with different card titles are in battle. Jabba's Palace: Lower Passages JabbasPalaceSealed 25-jabbaspalacelowerpassages Dark Location -- Site 0 PM [1-dot] Interior, Planet DARK(2): During your move phase, your aliens may move between here and any Jabba's Palace site. LIGHT(1): While your Lando here, opponent's Lower Passages game text is canceled. Force drain -1 here. Mercenary Pilot JabbasPalaceSealed 25-mercenarypilot Dark Character -- Alien 2 PM Pow: 2 Abil: 1 2 3 Pilot, Warrior Adds 2 to power of anything he pilots or drives. When driving a transport vehicle, adds one battle destiny. When piloting at a cloud sector, once per turn may add one battle destiny during battle at a related exterior site. Mighty Jabba JabbasPalaceSealed 25-mightyjabba Dark Character -- Alien 1 PM [1-dot] Pow: 3 Abil: 4 Force-Sensitive 5 6 Deploys -2 to a Jabba's Palace site. When with your alien leader, adds one battle destiny. May escort a captive. To use his landspeed requires +1 Force. May not be targeted by weapons unless your other aliens present are each 'hit'. Immune to attrition < 4. My Kind Of Scum / Fearless And Inventive JabbasPalaceSealed 25-mykindofscum Dark Objective 0/7 PM Front (My Kind Of Scum): Deploy Desert Heart and a Jabba's Palace site. May deploy Well Guarded. Reveal one unique ([1-dot]) alien from your deck whose lore specifies its species. This card is your Rep. {For} remainder of game, your Rep is a leader. Well Guarded is immune to Alter. You may not deploy 'insert' cards or operatives. While frozen Han on table, Rebels are immune to No Bargain and Bad Feeling Have I. {Flip} this card if you occupy two battleground sites (must occupy a third with a non-unique alien of your Rep's species if a non-Tatooine location is on table). Back (Fearless And Inventive): {While} this side up, once per turn you may cancel a Force drain or a just drawn battle destiny by placing here from hand a copy of your Rep. Once during each of your control phases, you may retrieve a non-unique alien of your Rep's species. While Jabba and Bib on table, your battle destiny draws are each +2. Wounded Wookiee is destiny +3. Unless a non-Tatooine location is on table, your aliens are forfeit +2. For remainder of game, your Rep may deploy from here as if from hand. {Flip} this card if you do not occupy 2 battleground sites. No Escape [effect] JabbasPalaceSealed 25-noescape Dark Effect 4 PM [1-dot] Deploy on table. You may immediately take top card of Lost Pile into hand. Effects, Epic Events, and Objectives are immune to Honor Of The Jedi. At each opponent's [Diamond] site, your characters and vehicles are each deploy -3 and your Force generation is +1. (Immune to Alter.) Power Of The Hutt JabbasPalaceSealed 25-powerofthehutt Dark Effect 4 PM [1-dot] Deploy on table. Once during each of your turns, may deploy one Boelo, Bib, Ephant Mon, Jabba's Sail Barge, Jabba's Space Cruiser, or Hutt Influence from Reserve Deck; reshuffle. Also, your aliens aboard Jabba's Sail Barge are immune to attrition < 6. (Immune to Alter.) Racing Skiff [d] JabbasPalaceSealed 25-racingskiff Dark Vehicle -- Transport 4 PM Pow: 1 Man: 4 Land: 3 2 3 May deploy with a driver (must be Barada, Klaatu, or a non-unique alien) as a 'react'. May add 1 driver and 3 passengers. May move as a 'react'. If lost, any characters aboard may 'jump off' (disembark). Stun Blaster [d] JabbasPalaceSealed 25-stunblaster Dark Weapon -- Character 3 PM Deploy on your warrior. May target a character or creature (except rancor or Sarlacc) using 2 Force. Draw destiny. Return character (and cards deployed on character) to owner's hand if destiny +1 > defense value. Creature lost if destiny +3 > defense value. Tatooine: Desert Heart JabbasPalaceSealed 25-tatooinedesertheart Dark Location -- Site 0 PM [1-dot] Exterior, Planet DARK(2): Your character movement from here (except for Jawas) requires +1 landspeed. LIGHT(1): Your character movement from here (except for Jawas) requires +1 landspeed. Agents In The Court / No Love For The Empire JabbasPalaceSealed 26-agentsinthecourt Light Objective 0/7 PM Front (Agents In The Court): Deploy Hutt Trade Route and a Jabba's Palace site. May deploy Yarna d'al' Gargan. Reveal one unique ([1-dot]) alien from your deck whose lore specifies its species. This card is your Rep. For remainder of game, your Rep is a leader. Yarna d'al' Gargan is immune to Alter. You may not deploy 'insert' cards or operatives. While a rancor is at Rancor Pit, Trap Door is immune to Bo Shuda. {Flip} this card if you occupy two battleground sites (must occupy a third with a non-unique alien of your Rep's species if a non-Tatooine location is on table). Back (No Love For The Empire): {While} this side up, once per turn you may cancel a Force drain or a just drawn battle destiny by placing here from hand a copy of your Rep. Once during each of your control phases, you may retrieve a non-unique alien of your Rep's species. When two of your aliens are battling at any Tatooine location, add one destiny to total power. For remainder of game, your Rep may deploy from here as if from hand. {Flip} this card if you do not occupy 2 battleground sites. Jabba's Palace: Antechamber JabbasPalaceSealed 26-jabbaspalaceantechamber Light Location -- Site 0 PM [1-dot] Interior, Planet LIGHT(2): Creatures cannot attack here. While no Rebels present, your total power here is +2. DARK(1): Creatures cannot attack here. Force drain -1 here. Lando With Vibro-Ax JabbasPalaceSealed 26-landowithvibroax Light Character -- Alien 1 PM [1-dot] Pow: 4 Abil: 3 Force-Attuned 6 6 Pilot, Warrior, Permanent Weapon Deploys -2 on Tatooine. When at a Tatooine site, adds one battle destiny. Permanent weapon is vibro-ax (may target character for free; both players draw destiny; target excluded from battle if your destiny +4 > target's power + opponent's destiny). Ounee Ta [effect] JabbasPalaceSealed 26-ouneeta Light Effect 4 PM [1-dot] Deploy on table. You may immediately take top card of Lost Pile into hand. None Shall Pass is unique ([1-dot]) and a Lost Interrupt. At each opponent's [Diamond] site, your characters and vehicles are each deploy -3 and your Force generation is +1. (Immune to Alter.) Palace Raider JabbasPalaceSealed 26-palaceraider Light Character -- Alien 2 PM Pow: 1 Abil: 2 2 3 Pilot, Warrior Adds 2 to power of anything he pilots (or 3 to power of anything he drives). When driving a transport vehicle, it moves for free and he adds one battle destiny. Racing Skiff [l] JabbasPalaceSealed 26-racingskiff Light Vehicle -- Transport 4 PM Pow: 1 Man: 4 Land: 3 2 3 May deploy with a non-unique alien driver as a 'react'. May add 1 driver and 3 passengers. May move as a 'react'. If lost, any characters aboard may 'jump off' (disembark). Seeking An Audience JabbasPalaceSealed 26-seekinganaudience Light Effect 4 PM [1-dot] Deploy on table. Once during each of your turns, may deploy one Underworld Contacts, [JP] Lando, [JP] Leia, R2-D2, or C-3PO from Reserve Deck; reshuffle. Also, while Luke is at a Jabba's Palace site, opponent's aliens there must use +1 Force to use their landspeed. Stun Blaster [l] JabbasPalaceSealed 26-stunblaster Light Weapon -- Character 3 PM Deploy on your warrior. May target a character or creature (except rancor or Sarlacc) using 2 Force. Draw destiny. Return character (and cards deployed on character) to owner's hand if destiny +1 > defense value. Creature lost if destiny +3 > defense value. Tatooine: Hutt Trade Route (Desert) JabbasPalaceSealed 26-tatooinehutttraderoutedesert Light Location -- Site 0 PM [1-dot] Exterior, Planet LIGHT(2): Your characters aboard vehicles here are each power +1. DARK(1): Unless you control Hutt Trade Route, your game text on Tatooine: Jabba's Palace is canceled. Underworld Contacts JabbasPalaceSealed 26-underworldcontacts Light Effect 4 PM [1-dot] Deploy on a Tatooine site. Your Force generation here is +1. Opponent may not cancel or modify Force drains at each Tatooine battleground site where you have two aliens with different card titles. At any time, you may use 2 Force to raise your converted Tatooine site to top. Dark Forces JediPack 27-darkforces Dark Effect 4 PM [1-dot] Deploy on your side of table. When Surprise Assault is played, may use 1 Force to add one destiny to your total. Also, when Sense or Alter is played, may use X Force to exclude X Jedi from being the 'highest-ability character.' Eriadu JediPack 27-eriadu Dark Location -- System 0 PM [1-dot] Planet, Parsec: 1 DARK(1): If you control, Force drain +1 here. Tarkin deploys free here. LIGHT(0): If you control, all Imperials with ability > 2 on table are forfeit +2. Gravity Shadow JediPack 27-gravityshadow Dark Interrupt -- Lost 4 PM [1-dot] If opponent's starship has just begun to move through hyperspace, draw destiny. If destiny > pilot's ability, starship must return to original location and may not move this turn. If destiny = pilot's ability, starship is lost. Motti JediPack 27-motti Dark Character -- Imperial 1 PM [1-dot] Pow: 2 Abil: 2 4 3 Pilot (blank) Tarkin JediPack 27-tarkin Dark Character -- Imperial 1 PM [1-dot] Pow: 2 Abil: 2 4 3 (blank) For Luck JediPack 28-forluck Light Effect 4 PM [1-dot] Deploy on table. If Counter Assault is played, may use 1 Force to add one destiny to your total. If Sense or Alter just played, may use X Force to exclude X Dark Jedi from being the 'highest-ability character.' Han JediPack 28-han Light Character -- Alien 1 PM [1-dot] Pow: 2 Abil: 2 4 3 Pilot (blank) Leia JediPack 28-leia Light Character -- Rebel 1 PM [1-dot] Pow: 2 Abil: 2 4 3 (blank) Luke's T-16 Skyhopper JediPack 28-lukest16skyhopper Light Vehicle -- Shuttle 4 PM [1-dot] Pow: 2 Man: 5 Land: * 2 4 Requires 1 pilot to use. May carry 1 passenger. May move as a 'react.' may 'bullseye' one Womp Rat per turn. * Landspeed = 4, OR 1 character may shuttle to or from same site for free. Tedn Dahai JediPack 28-tedndahai Light Character -- Alien 3 PM [1-dot] Pow: 1 Abil: 1 2 4 For each other musician at same site, during any control phase you may use 1 Force to choose one opponent's alien present. That alien cannot utilize its game text for remainder of that turn. Black Squadron TIE OfficialTournamentSealed 29-blacksquadrontie Dark Starship -- Starfighter: TIE/LN 2 PM [3-dot] Pow: 1 Man: 3 No Hyperdrive 4 4 Pilot Deploy -2 to Death Star or same location as Vader. Permanent pilot aboard provides ability of 2 and adds 2 to power. Adds 1 to its weapon destiny draws. Chall Bekan OfficialTournamentSealed 29-challbekan Dark Character -- Alien 2 PM [1-dot] Pow: 2 Abil: 3 Force-Attuned 4 4 Pilot, Warrior When deployed, you may take one non-unique alien into hand from Reserve Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy -1 to same or adjacent Tatooine site. Corulag [d] OfficialTournamentSealed 29-corulag Dark Location -- System 0 PM [1-dot] Planet, Parsec: 4 DARK(2): If you control, all non-unique Imperials are power and forfeit +1 and Imperial trooper guards may move. LIGHT(1): If you control, Force drain -1 here. Dreadnaught-Class Heavy Cruiser OfficialTournamentSealed 29-dreadnaughtclassheavycruiser Dark Starship -- Capital: Dreadnought-Class Heavy Cruiser 3 PM Pow: 5 Arm: 4 Hyp: 3 5 5 Pilot x2, Nav Computer, Scomp Link May add 3 pilots, 6 passengers and 4 TIEs. Has ship-docking capability. Permanent pilots provide total ability of 2. Turbolaser Battery may deploy aboard. Your TIEs present are each power +1. Forced Servitude OfficialTournamentSealed 29-forcedservitude Dark Effect 4 PM [1-dot] Deploy on an opponent's location. Whenever you lose a droid from hand or Life Force, it satisfies Force loss up to its forfeit value. Once per turn, you may play Imperial Code Cylinder to cancel a Force drain where you have a droid. Effect canceled if opponent controls this location. Obsidian Squadron TIE OfficialTournamentSealed 29-obsidiansquadrontie Dark Starship -- Starfighter: TIE/LN 2 PM [3-dot] Pow: 1 Man: 3 No Hyperdrive 4 4 Pilot Deploy -1 at any cloud sector. Permanent pilot provides ability of 2 and adds 2 to power. Power +2 at non-unique cloud sectors. Boosted TIE Cannon may deploy aboard and fires free aboard. Stormtrooper Cadet OfficialTournamentSealed 29-stormtroopercadet Dark Character -- Imperial 3 PM Pow: 1 Abil: 1 1 1 Deploys free to same site as an Imperial leader. Adds 1 to power of one non-unique Imperial warrior present. When forfeited at same site as an Imperial 'veteran' (a leader or non-cadet trooper), also satisfies all remaining attrition against you. Tarkin's Orders OfficialTournamentSealed 29-tarkinsorders Dark Interrupt -- Used or Lost 4 PM [1-dot] USED: Cancel a Force drain at a site related to a system you control. LOST: Cancel Surprise Assault, It Could Be Worse, Nabrun Leids, Collision! or Hyper Escape. OR Lose 1 Force to search your Lost Pile and take one non-unique starfighter into hand. Tatooine: Tusken Canyon OfficialTournamentSealed 29-tatooinetuskencanyon Dark Location -- Site 0 PM [1-dot] Exterior, Planet DARK(1): If you control, Force drain +1 here (+2 if a Gaderffii Stick is present). LIGHT(1): (blank) Arleil Schous OfficialTournamentSealed 30-arleilschous Light Character -- Alien 2 PM [1-dot] Pow: 1 Abil: 3 Force-Attuned 4 5 Pilot, Warrior When deployed, you may take one non-unique alien into hand from Reserve Deck; reshuffle. Adds 2 to power of anything he pilots. Your aliens deploy -1 to same or adjacent Tatooine site. Corulag [l] OfficialTournamentSealed 30-corulag Light Location -- System 0 PM [1-dot] Planet, Parsec: 4 LIGHT(2): If you control, all non-unique Rebels are power and forfeit +1 and Rebel guards may move. DARK(1): If you control, Force drain -1 here. Faithful Service OfficialTournamentSealed 30-faithfulservice Light Effect 4 PM [1-dot] Deploy on an opponent's location. Whenever you lose a droid from hand or Life Force, it satisfies Force loss up to its forfeit value. Once per turn, you may play Scomp Link Access to cancel a Force drain where you have a droid. Effect canceled if opponent controls this location. Gold Squadron Y-wing OfficialTournamentSealed 30-goldsquadronywing Light Starship -- Starfighter: Y-wing 3 PM [3-dot] Pow: 2 Man: 3 Hyp: 4 4 3 Pilot, Nav Computer, Scomp Link Deploy -2 at Yavin 4 or to same location as Dutch. May add 1 pilot or passenger. Permanent pilot aboard provides ability of 2 and adds 2 to power. Adds 1 to its ion cannon weapon destiny draws. It's A Hit! OfficialTournamentSealed 30-itsahit Light Interrupt -- Used Or Lost 3 PM [1-dot] USED: Cancel a Force drain at a site related to a system you control. LOST: Cancel Counter Assault, It's Worse, Elis Helrot, Tallon Roll, Limited Resources or Scanning Crew. OR Use 3 Force to search your Lost Pile and take one non-unique starfighter into hand. Rebel Trooper Recruit OfficialTournamentSealed 30-rebeltrooperrecruit Light Character -- Rebel 3 PM Pow: 1 Abil: 1 1 1 Deploys free to same site as an Rebel leader. Adds 1 to power of one non-unique Rebel warrior present. When forfeited at same site as a Rebel 'veteran' (a leader or non-cadet trooper), also satisfies all remaining attrition against you. Red Squadron X-wing OfficialTournamentSealed 30-redsquadronxwing Light Starship -- Starfighter: X-wing 2 PM [3-dot] Pow: 3 Man: 4 Hyp: 5 5 4 Pilot, Nav Computer, Scomp Link Deploy -2 at Yavin 4 or to same location as Red Leader. Permanent pilot provides ability of 2 and adds 2 to power. Proton Torpedoes deploy and fire free aboard. Tatooine: Jundland Wastes [l] OfficialTournamentSealed 30-tatooinejundlandwastes Light Location -- Site 0 PM [1-dot] Exterior, Planet LIGHT(1): If you control, Force drain +1 here (+2 if a Vaporator present). DARK(1): If you control with a Tusken Raider present, Force drain +1 here. Z-95 Headhunter OfficialTournamentSealed 30-z95headhunter Light Starship -- Starfighter: Z-95 Headhunter 3 PM Pow: 2 Man: 4 No Hyperdrive 2 2 Pilot, Independent Permanent pilot aboard provides ability of 1. Power and Maneuver +2 at non-unique cloud sectors. May be carried aboard starships like a vehicle. 5D6-RA-7 (Fivedesix) Premiere 31-5d6ra7 Dark Character -- Droid 2 R1 [1-dot] Pow: 2 Servant Droid 4 5 Power +1 if at same site as Motti or Yularen. Deploy +1 for all opponent's droids (and your 'mouse' droids) at same location. Immune to attrition during 'nighttime conditions.' A Disturbance In The Force Premiere 31-adisturbanceintheforce Dark Effect 3 U1 [1-dot] Once per game, during your deploy phase, 'insert' (face down) into opponent's Reserve Deck; reshuffle. When effect reaches top it is immediately lost, but opponent may not activate any more Force that turn. (Immune to Alter.) Admiral Motti Premiere 31-admiralmotti Dark Character -- Imperial 1 R2 [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 5 Pilot, Warrior Deploys -2 if at least two Imperial starships on table. Adds 2 to power of anything he pilots. Subtracts 1 from forfeit of Rebel pilots at same system. Alderaan [d] Premiere 31-alderaan Dark Location -- System 0 R1 [1-dot] Planet, Parsec: 2 DARK(0): If you control, Force drain +1 here for each Death Star site on table also in your control. LIGHT(1): (blank) Alter [d] Premiere 31-alter Dark Interrupt -- Used 4 U1 Cancel one Effect (or Utinni Effect) by drawing a destiny < ability of your highest-ability Character on table. OR Cancel one Sense card just played. Assault Rifle Premiere 31-assaultrifle Dark Weapon -- Character 2 R2 Use 3 Force to deploy on your warrior. May target a character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Target hit if destiny +1 > defense value. Baniss Keeg Premiere 31-banisskeeg Dark Effect 5 C2 Deploy on any non-pilot character (except droids) to give that character [Pilot] skill. Adds 2 to power of any starship that character pilots. OR Deploy on any pilot. Adds 1 to power of any starship that character pilots. (Immune to Alter.) Bantha Premiere 31-bantha Dark Vehicle -- Creature 3 U2 Pow: 1 Man: 2 Land: 1 1 3 May carry 2 passengers. Bantha ability = 1/2. May move as a 'react' only to a battle or Force drain (if within range). Each Tusken Raider at same exterior site is power +1. Black 2 Premiere 31-black2 Dark Starship -- Starfighter: TIE/LN 2 R1 [1-dot] Pow: 1 Man: 4 No Hyperdrive 1 3 May add 1 pilot. Black 3 Premiere 31-black3 Dark Starship -- Starfighter: TIE/LN 3 U1 [1-dot] Pow: 1 Man: 3 No Hyperdrive 1 3 May add 1 pilot. Blast Door Controls Premiere 31-blastdoorcontrols Dark Effect 5 U2 [1-dot] Deploy on your side of table. Cancels: Into The Garbage Chute, Flyboy; Narrow Escape; Blast The Door, Kid!; and Rebel Barrier. Blaster Rack Premiere 31-blasterrack Dark Effect 3 U1 Deploy on your side of table. At any time, you may transfer one of your character weapons from any site to the Blaster Rack. During your deploy phase, weapon may be transferred to your character on table for an expenditure of Force equal to the weapon's deploy cost. Blaster Rifle [d] Premiere 31-blasterrifle Dark Weapon -- Character 3 C2 Use 2 Force to deploy on any warrior. May target using 2 Force. Draw destiny. Character hit if destiny +1 > ability. Vehicle hit if destiny +1 > maneuver or armor. Blaster Scope Premiere 31-blasterscope Dark Device 3 U1 Deploy on your blaster. Scope allows that weapon to target at an adjacent site. Boosted TIE Cannon Premiere 31-boostedtiecannon Dark Weapon -- Starship 4 U1 Use 1 Force to deploy on your TIE Advanced x1. May target a starship using 1 Force. Draw destiny. Subtract 1 if targeting a capital starship. Add 1 if targeting a starfighter. Target hit if total destiny > defense value. Boring Conversation Anyway Premiere 31-boringconversationanyway Dark Interrupt -- Used 5 R1 Cancel either: Report To Lord Vader, Scomp Link Access, Rebel Planners, Rebel Reinforcements, Gift of the Mentor, Panic, Don't Get Cocky, Skywalkers, Demotion, Combined Attack or Surprise Assault. Caller [d] Premiere 31-caller Dark Device 6 U2 Deploy on an Imperial or Jawa. During your control phase, may steal one droid at same site if it is controlled by a Restraining Bolt. After droid is stolen, Restraining Bolt returns to owner's hand. Charming To The Last Premiere 31-charmingtothelast Dark Interrupt -- Lost 5 R2 If Tarkin and a Rebel with ability > 2 are involved in the same battle, you may add one battle destiny (add two destiny if Rebel is Leia). Chief Bast Premiere 31-chiefbast Dark Character -- Imperial 2 U1 [1-dot] Pow: 2 Abil: 2 2 3 Pilot Adds 2 to power of anything he pilots. Power +1 if at same site as Tarkin. If a battle was just initiated where Bast is present with a non-droid character aboard a starship, may 'evacuate' (relocate) both to a related site. Collateral Damage Premiere 31-collateraldamage Dark Interrupt -- Lost 4 C2 An accident occurs at the beginning of a battle at any site where opponent has at least two characters and one weapon. Draw destiny. If destiny < number of opponent's characters at that site, one is lost. (Opponent's choice.) Colonel Wullf Yularen Premiere 31-colonelwullfyularen Dark Character -- Imperial 2 U1 [1-dot] Pow: 1 Abil: 2 2 5 Warrior Power +1 if at the same site with Tarkin, Chief Bast or General Dodonna. Comlink Premiere 31-comlink Dark Device 3 C1 Use 1 Force to deploy on any character. If opponent has just initiated a battle or Force drain at Comlink's location or an adjacent site, you may 'react' by deploying cards (at normal use of the Force) to that battle or Force drain location. Commander Praji Premiere 31-commanderpraji Dark Character -- Imperial 2 U2 [1-dot] Pow: 1 Abil: 2 2 3 Pilot, Warrior Adds 2 to power of anything he pilots. When piloting Devastator, also adds 1 to hyperspeed. Where present, cancels game text of C-3PO or R2- D2. Counter Assault Premiere 31-counterassault Dark Interrupt -- Lost 3 C1 Use 1 Force to cancel a Force drain at one location. Draw one destiny for each character, starship and vehicle the opponent has present. Compare your destiny total to opponent's power total. Player with lowest total loses Force equal to the difference. Dantooine [d] Premiere 31-dantooine Dark Location -- System 0 U1 [1-dot] Planet, Parsec: 5 DARK(1): Your starships may move here as a 'react'. LIGHT(1): (blank) Dark Collaboration Premiere 31-darkcollaboration Dark Interrupt -- Lost 5 R1 [1-dot] If Tarkin and either Tagge or Motti are in a battle together, you may add two battle destiny. OR Cancel Restricted Deployment or Rebel Barrier. Dark Hours Premiere 31-darkhours Dark Effect 2 U2 [3-dot] Select one site under 'nighttime conditions.' Target every character there (except droids) and draw one destiny each. If destiny > ability, character 'sleeps' (power, forfeit and ability = 0, 'game text' unusable) until the end of your next turn. Dark Jedi Lightsaber Premiere 31-darkjedilightsaber Dark Weapon -- Character 2 U1 Use X Force to deploy on your warrior where X = (7 - warrior's ability). May add 1 to Force drain where present. May target a character or creature using X Force. Draw two destiny. Target hit if total destiny > defense value. Dark Jedi Presence Premiere 31-darkjedipresence Dark Interrupt -- Lost 3 R1 If one of your Dark Jedi is present during any battle, use 1 Force to cause all other Imperials there to battle at double power. Dark Maneuvers Premiere 31-darkmaneuvers Dark Interrupt -- Used 6 C2 Add 2 to maneuver and 1 to power of any starfighter for the remainder of this turn. If it has hyperdrive, also add 2 to hyperspeed. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.) Darth Vader Premiere 31-darthvader Dark Character -- Imperial 1 R1 [1-dot] Pow: 6 Abil: 6 Dark Jedi 6 8 Pilot, Warrior When in battle, adds 1 to each of your battle destiny draws. Adds 3 to power of anything he pilots (or 4 to power and 3 to maneuver if Vader's Custom TIE). Immune to attrition < 5. Dathcha Premiere 31-dathcha Dark Character -- Alien 2 U1 [1-dot] Pow: 2 Abil: 2 * 2 Warrior * To deploy, requires 2 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. Power +2 at non-Tatooine sites. Dead Jawa Premiere 31-deadjawa Dark Interrupt -- Lost 5 C2 If two or more Stormtroopers are present where the opponent has Jawas, target as many Jawas there as desired. Draw destiny. If destiny > the number of Jawas you targeted, they are immediately lost. Death Star: Central Core Premiere 31-deathstarcentralcore Dark Location -- Site 0 U2 [1-dot] Interior, Mobile, Scomp Link DARK(1): If you control, Wrong Turn and Retract The Bridge deploy for free. LIGHT(0): If you control, Force drain +1 here and Death Star Tractor Beam is canceled. Death Star: Detention Block Corridor [d] Premiere 31-deathstardetentionblockcorridor Dark Location -- Site 0 C1 [1-dot] Interior, Mobile DARK(1): Add 1 to each of your weapon destiny draws here. LIGHT(0): If you control, Force drain +1 here. Death Star: Docking Bay 327 [d] Premiere 31-deathstardockingbay327 Dark Location -- Site 0 C2 [1-dot] Interior, Exterior, Mobile, Scomp Link DARK(1): Your docking bay transit from here is free. LIGHT(1): Your docking bay transit from here requires 2 Force. Death Star: Level 4 Military Corridor Premiere 31-deathstarlevel4militarycorridor Dark Location -- Site 0 U1 [1-dot] Interior, Mobile, Scomp Link DARK(1): During your move phase, Imperials may move free from here to any one Death Star site. LIGHT(0): If you control, Force drain +1 here. Death Star Sentry Premiere 31-deathstarsentry Dark Effect 3 U1 [1-dot] Use 2 Force to deploy on any Death Star site. Declare one of the following to affect that site and adjacent sites while 'sentry' present: Opponent's deploy +1. OR Opponent's ability required for battle destiny +1. OR Your total power +1. Death Star Trooper Premiere 31-deathstartrooper Dark Character -- Imperial 3 C2 Pow: 2 Abil: 1 2 3 Warrior Deploy only on Death Star, but may move elsewhere. Power -1 at a site other than a Death Star site. Death Star: War Room Premiere 31-deathstarwarroom Dark Location -- Site 0 U2 [1-dot] Interior, Mobile DARK(1): If you control, with a leader here, all Rebel Troopers and Y-wings on table are forfeit -1. LIGHT(0): If you initiate a battle here, add one battle destiny. Devastator Premiere 31-devastator Dark Starship -- Capital: Imperial-Class Star Destroyer 1 R1 [1-dot] Pow: 9 Arm: 6 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has shipdocking capability. Permanent pilot aboard provides ability of 2. Disarmed [d] Premiere 31-disarmed Dark Effect 5 R1 If both players have a character with a weapon at same site, deploy on that opponent's character during any control phase (even opponent's control phase). Character loses weapon, is power -1 and may no longer carry weapons. (Immune to Alter.) Djas Puhr Premiere 31-djaspuhr Dark Character -- Alien 1 R2 [1-dot] Pow: 1 Abil: 4 Force-Sensitive 4 4 Warrior Power +1 for each [Dark Side Force] icon present, +2 under 'nighttime conditions.' Immune to attrition < 3. Dr. Evazan Premiere 31-drevazan Dark Character -- Alien 3 R2 [1-dot] Pow: 1 Abil: 2 2 3 Pilot, Warrior Adds 2 to power of anything he pilots. The not-so-good doctor may 'operate' on any other character present that was just 'hit' or just Disarmed; 'patient' is lost. Droid Detector Premiere 31-droiddetector Dark Device 5 C2 Deploy at any interior site. Cannot be moved. Droids may not deploy to same site. Following the turn this device is deployed, all droids present are lost at end of any turn. DS-61-2 Premiere 31-ds612 Dark Character -- Imperial 2 U1 [1-dot] Pow: 2 Abil: 2 2 4 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting Black 2, also adds 1 to maneuver and may draw one battle destiny if not able to otherwise. DS-61-3 Premiere 31-ds613 Dark Character -- Imperial 2 R1 [1-dot] Pow: 3 Abil: 2 2 3 Pilot, Warrior Adds 3 to power of anything he pilots. When piloting Black 3, also adds 1 to maneuver and may draw one battle destiny if not able to otherwise. EG-6 (Eegee-Six) Premiere 31-eg6 Dark Character -- Droid * U2 Pow: 0 Power Droid 1 3 Power +1 for each droid present, except power droids. * Destiny equals zero, but if drawn as a battle destiny where you have less power than opponent, your total power present is doubled (once per battle). Elis Helrot Premiere 31-elishelrot Dark Interrupt -- Used 4 U2 At any time (except during battle), target any or all of your characters at one site to 'transport' (relocate) to any one other site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile. Emergency Deployment Premiere 31-emergencydeployment Dark Interrupt -- Used 4 U1 If opponent just initiated a battle where opponent has more than double your power, draw up to 3 cards from your Reserve Deck. Of those 3, deploy anywhere (for free) any Characters, starships, vehicles, devices or weapons. Any others are lost. Evacuate? Premiere 31-evacuate Dark Interrupt -- Used 6 U2 Unless Tarkin is aboard, save all characters, weapons and devices aboard any just-lost capital starship. Relocate them to any one planet site or one of your capital starships. Expand The Empire Premiere 31-expandtheempire Dark Effect 3 R1 [1-dot] Deploy on any site. 'Expands' your 'game text' for that site to add to your 'game text' at the adjacent sites. Fear Will Keep Them In Line Premiere 31-fearwillkeeptheminline Dark Effect 4 R2 Deploy on any capital starship. When that starship is at a system or sector you control, your total power is +1 in battles at related sites. Feltipern Trevagg Premiere 31-feltiperntrevagg Dark Character -- Alien 4 U1 [1-dot] Pow: 2 Abil: 1 2 3 Warrior While no droid present with Trevagg, to initiate battles at same location as Trevagg, player must use X Force, where X = total number of [Dark Side Force] icons and [Light Side Force] icons present. Full Scale Alert Premiere 31-fullscalealert Dark Interrupt -- Lost 3 U2 Use 2 Force. Draw Destiny. If destiny < number of Stormtroopers on the table, all opponent's movement is blocked for the remainder of this turn (except for smugglers and the starships they are aboard). Fusion Generator Supply Tanks [d] Premiere 31-fusiongeneratorsupplytanks Dark Device 4 C2 Deploy on any starship at a system where a related docking bay site is on table. Adds 1 to hyperspeed, power and maneuver. Gaderffii Stick Premiere 31-gaderffiistick Dark Weapon -- Character 4 C2 Use 2 Force to deploy on any Tusken Raider. If a battle has just been initiated where present, target a character for free; draw two destiny. If total destiny > 5, target's weapons are 'knocked away' (may not be used this battle). Garindan Premiere 31-garindan Dark Character -- Alien 4 R2 [1-dot] Pow: 1 Abil: 1 2 3 When at same location as a Rebel of ability > 2, deploy -1 there for any Imperials, and during your move phase, Imperials at an adjacent site may move there for free. General Tagge Premiere 31-generaltagge Dark Character -- Imperial 1 R2 [1-dot] Pow: 3 Abil: 3 Force-Attuned 3 4 Warrior Tagge's forfeit +1 for each Imperial trooper, of any kind, present with him at a site. Grand Moff Tarkin Premiere 31-grandmofftarkin Dark Character -- Imperial 1 R1 [1-dot] Pow: 4 Abil: 3 Force-Attuned 4 6 Pilot, Warrior Adds 2 to power of anything he pilots. When with Vader in a battle, once per battle may cancel one opponent's destiny just drawn. Gravel Storm Premiere 31-gravelstorm Dark Interrupt -- Lost 3 U2 Strikes at Dune Sea, Jundland Wastes, Beggar's Canyon, Lars' Moisture Farm, Jawa Camp, or Mos Eisley. Target opponent's character present at that site. Draw destiny. Target lost if destiny > ability. Han Seeker Premiere 31-hanseeker Dark Weapon -- Automated 3 R2 Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of Force. When at same location as Han or alien of ability < 3, choose one to be immediately lost. Seeker is also lost. I Find Your Lack Of Faith Disturbing Premiere 31-ifindyourlackoffaithdisturbing Dark Effect 5 R1 Use 1 Force to deploy on one of your Dark Jedi. While present at a site, unless a Jedi is also present, opponent's total ability at same location is reduced by 2. I Have You Now Premiere 31-ihaveyounow Dark Interrupt -- Lost 5 R2 If a Dark Jedi and a Rebel with ability >2 are involved in the same battle, you may add one battle destiny (add two destiny if Rebel is Luke) Imperial Barrier Premiere 31-imperialbarrier Dark Interrupt -- Used 4 C2 Use 1 Force to prevent any character or starship just deployed by the opponent from battling or moving for the remainder of this turn. Imperial Blaster Premiere 31-imperialblaster Dark Weapon -- Character 3 C2 Use 1 Force to deploy on your warrior. May target a character, creature or vehicle using 1 Force. Draw destiny. Target hit if destiny > defense value. Imperial-Class Star Destroyer Premiere 31-imperialclassstardestroyer Dark Starship -- Capital: Imperial-Class Star Destroyer 1 U1 Pow: 8 Arm: 6 Hyp: 3 8 9 Pilot, Nav Computer, Scomp Link May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has shipdocking capability. Permanent pilot aboard provides ability of 1. Imperial Code Cylinder Premiere 31-imperialcodecylinder Dark Interrupt -- Used 4 C2 If any Imperial leader is present with a Scomp link, you may: Glance at the cards in any Reserve Deck for 20 seconds. Shuffle, cut and replace. OR If also at a Death Star site, cancel Scomp Link Access or Into The Garbage Chute, Flyboy. Imperial Pilot Premiere 31-imperialpilot Dark Character -- Imperial 3 C2 Pow: 0 Abil: 2 2 2 Pilot Adds 2 to power of anything he pilots. Imperial Reinforcements Premiere 31-imperialreinforcements Dark Interrupt -- Lost 4 C1 If opponent has more total characters and starships on table than you have, use 1 Force to draw destiny. Retrieve that number of Stormtroopers and/or TIE/LN's. Imperial Trooper Guard Premiere 31-imperialtrooperguard Dark Character -- Imperial 3 C2 Pow: 0 Abil: 1 2 1 Power +4 when defending a battle. Cannot move. Ion Cannon Premiere 31-ioncannon Dark Weapon -- Starship 5 U1 Use 2 Force to deploy on your Star Destroyer. May target a starship using 1 Force. Draw destiny. If destiny +2 > defense value, all starship weapons deployed on target are lost, armor or maneuver = 0 and hyperspeed = 0. It's Worse Premiere 31-itsworse Dark Interrupt -- Lost 6 C2 If It Could Be Worse was just played, it is canceled and you may use X Force to raise damage against opponent by X amount. OR If opponent just lost Force from a battle, play to increase loss by 1 Force. I've Got A Problem Here Premiere 31-ivegotaproblemhere Dark Interrupt -- Lost 4 C2 Use 1 Force to target opponent's starfighter with maneuver at a system or sector where a battle just finished. Draw destiny. Starfighter lost if destiny > maneuver. I've Lost Artoo! Premiere 31-ivelostartoo Dark Effect 5 U1 Use 1 Force to target a starship's [Nav Computer] or astromech. Draw destiny. If destiny > 1, [Nav Computer] or astromech is lost. If starship's [Nav Computer] icon is lost, place Effect on starship (may add 1 astromech); otherwise, Effect lost. Jawa [d] Premiere 31-jawa Dark Character -- Alien 3 C2 Pow: 1 Abil: 1 * 1 * To deploy, requires 1 Force from each players' Force Pile. Cannot deploy otherwise. Deploy only on Tatooine, but may move elsewhere. Jawa Pack Premiere 31-jawapack Dark Effect 3 U1 [1-dot] To deploy (on your side of table), requires 3 Force from both players' Force Piles. Cannot deploy otherwise. All your Jawas are forfeit +1. Juri Juice Premiere 31-jurijuice Dark Effect -- Utinni 4 R2 [1-dot] Deploy on any alien if Cantina, Mos Eisley or Jabba's Sail Barge on table. That alien may not use ability in battles (if Kabe, she also cannot 'steal'). Utinni Effect canceled by moving that alien to one of those sites without 'driving' a vehicle. Kessel [d] Premiere 31-kessel Dark Location -- System 0 U2 [1-dot] Planet, Parsec: 8 DARK(2): Your starships deploy -1 here, -2 if Tarkin is aboard a starship here. If you control, Kessel Run is canceled. LIGHT(1): Total ability of 6 or more required for you to draw battle destiny here. Ket Maliss Premiere 31-ketmaliss Dark Effect 4 C2 Deploy on any non-warrior character (except droids) to give that character [Warrior] skill. OR Deploy on any warrior. That character is power +1. (Immune to Alter.) Kintan Strider Premiere 31-kintanstrider Dark Interrupt -- Lost 3 C1 If opponent just forfeited or lost a character, use 1 Force to regenerate one of your own characters. Retrieve the character closest to the top of your Lost Pile into your hand. Kitik Keed'kak Premiere 31-kitikkeedkak Dark Character -- Alien 2 R1 [1-dot] Pow: 8 Abil: 1 6 2 Immediately lost if at same site as overprotective mother, Kal'Faln C'ndros. Cannot board starfighters or enclosed vehicles. Labria Premiere 31-labria Dark Character -- Alien 3 R2 [1-dot] Pow: 1 Abil: 1 2 3 Once each turn, during your control phase, you may reveal the top card of your Reserve Deck to both players. If it is a vehicle or starship, card is immediately lost. Otherwise, return it to the top of your Reserve Deck, Force Pile or Used Pile. Laser Projector Premiere 31-laserprojector Dark Weapon -- Automated 3 U2 Use 2 Force to deploy on an interior site. May target a seeker (use defense value = 1), character or creature for free. Draw destiny. Target hit if destiny -1 > defense value. Laser Projector may be targeted by any weapon (use defense value = 1). Lateral Damage Premiere 31-lateraldamage Dark Effect -- Utinni 4 R2 [1-dot] Deploy on any system. Target an opponent's starship. Target's power and forfeit = 0. When target reaches Utinni Effect, target draws one destiny. Utinni Effect canceled if destiny > 2. Otherwise, draw again next move phase, etc. Lieutenant Tanbris Premiere 31-lieutenanttanbris Dark Character -- Imperial 2 U2 [1-dot] Pow: 2 Abil: 2 2 3 Pilot Deploy -1 for starship weapons of any starship he pilots. Adds 2 to power of anything he pilots. Subtracts 1 from maneuver of any starfighter he pilots. Lift Tube [d] Premiere 31-lifttube Dark Vehicle -- Transport 6 C2 Pow: 0 Man: 1 Land: 3 1 1 May carry 4 passengers. Deploy and move only at interior mobile sites. May move without presence aboard. Also, may move as a 'react' only to a battle or Force drain (if within range). Light Repeating Blaster Rifle Premiere 31-lightrepeatingblasterrifle Dark Weapon -- Character 2 R1 Use 2 Force to deploy on your warrior. If your power droid or fusion generator present, may target a character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value. May fire repeatedly for 2 Force each time. Limited Resources Premiere 31-limitedresources Dark Interrupt -- Lost 5 U2 [1-dot] If the opponent has two cards or less in hand, opponent must immediately lose 2 Force (4 Force if it is your turn). If the opponent has Fusion Generator Supply Tanks aboard a starship, loss is reduced by 2. LIN-V8M (Elleyein-Veeateemm) Premiere 31-linv8m Dark Character -- Droid 3 C1 Pow: 0 Mining Droid 2 4 Lays mines. OR At any time during your turn, may use 1 Force to 'defuse' (lose) any one mine at same site. Local Trouble Premiere 31-localtrouble Dark Interrupt -- Lost 4 R1 Use 1 Force at the beginning of your battle phase to allow any two Stormtroopers in the Cantina to battle any one opponent's character (your choice). You may add one battle destiny. No other battles may occur in Cantina this turn. Lone Pilot Premiere 31-lonepilot Dark Interrupt -- Lost 4 R2 [1-dot] If your pilot (or permanent pilot) is defending a battle alone at a system or sector, add one battle destiny. OR If Motti is defending a battle alone at a system or sector, add two battle destiny. Lone Warrior Premiere 31-lonewarrior Dark Interrupt -- Lost 4 R2 [1-dot] If any warrior is defending a battle alone at a site, add one battle destiny. OR If Tagge is defending a battle alone at a site, add two battle destiny. Look Sir, Droids Premiere 31-looksirdroids Dark Interrupt -- Lost 3 R1 Use 1 Force to search through the opponent's Used Pile and move any droids you find there to opponent's Lost Pile. OR Use X Force to destroy any one droid on table where X = droid's deploy cost. Luke? Luuuuke! Premiere 31-lukeluuuuke Dark Effect -- Utinni 4 U1 [1-dot] Deploy on any Tatooine site. Target any Rebel. Target is power and forfeit -1 (-3 if target is Luke). If Rebel's forfeit reaches zero, Rebel is lost. Utinni Effect canceled when reached by target. Luke Seeker Premiere 31-lukeseeker Dark Weapon -- Automated 3 R2 Use 1 Force to deploy on opponent's side at any unoccupied site. Moves during your control phase, like a character, at normal use of the Force. When at same location as Luke of ability < 4 or pilot of ability < 3, choose one to be immediately lost. Seeker also lost. Macroscan Premiere 31-macroscan Dark Effect 3 C2 Use 2 Force to deploy near opponent's Reserve Deck. At any time, you may use 1 Force to peek at the top card of that deck. If 'nighttime conditions' exist anywhere on table, you may peek at the top three cards. M'iiyoom Onith Premiere 31-miiyoomonith Dark Character -- Alien 3 U2 [1-dot] Pow: 1 Abil: 1 3 3 Once during each of your control phases, may reveal opponent's hand by using X Force, where X = number of cards in opponent's hand. All unique ([1-dot]) male Rebels and unique ([1-dot]) male aliens there are lost. Molator Premiere 31-molator Dark Effect 3 R1 [1-dot] Deploy on your side of table. For each unit of ability you have present during a battle, you may use 1 Force to raise your total power by 1. Ability used in this way cannot also be used to draw destiny. Moment Of Triumph Premiere 31-momentoftriumph Dark Interrupt -- Lost 4 R2 [1-dot] If Tarkin is defending a battle alone, add two battle destiny. OR If any alien is defending a battle alone, add one battle destiny. MSE-6 'Mouse' Droid Premiere 31-mse6mousedroid Dark Character -- Droid 0 U1 Pow: 0 Messenger Droid 0 0 Deploy on any Character targeted by an Utinni Effect. Move 'mouse' droid, instead of that Character, to pick up Utinni Effect and bring back to be fulfilled or canceled. Landspeed = 3. Upon delivery, 'mouse' droid returns to your hand. Myo Premiere 31-myo Dark Character -- Alien 3 R2 [1-dot] Pow: 3 Abil: 1 4 5 Warrior Power +1 if present with Lirin Car'n or any bounty hunter. If lost or forfeited as a result of a battle, Myo 'regenerates' (place on top of your Used Pile). Nevar Yalnal Premiere 31-nevaryalnal Dark Interrupt -- Lost 6 R2 If both players have a spy at the same site, draw destiny. Opponent's spy is lost if destiny > 2. If spy is Undercover, it is lost if destiny > 0. Observation Holocam Premiere 31-observationholocam Dark Device 3 U2 Deploy at any site. Cannot be moved. You may either: Add 1 to weapon destiny for each of your automated weapons there or at adjacent sites. OR A character at an adjacent site you control may add its power to a battle at holocam's site. Ommni Box Premiere 31-ommnibox Dark Interrupt -- Used 5 C2 Shuffle any player's Reserve Deck or Lost Pile or Used Pile. Organa's Ceremonial Necklace Premiere 31-organasceremonialnecklace Dark Effect -- Utinni 4 R1 [1-dot] Deploy on any Yavin 4 site. Target one Imperial. When Imperial reaches target site, 'steal' necklace. Whenever necklace is present during Force drain: add 1 to Force drain and may then pass (for free) to an adjacent site you control (if any), and so on. Overload Premiere 31-overload Dark Interrupt -- Lost 4 C2 Target any weapon (except a Gaderffii Stick or any Ewok weapon). Draw destiny. Weapon lost if destiny < weapon's destiny number. If destiny = 0, the character or starship carrying weapon is also lost. Physical Choke Premiere 31-physicalchoke Dark Interrupt -- Lost 3 R1 Cause one Rebel Trooper to be immediately lost. OR If a Dark Jedi is present at a battle you have just won, use 1 Force to attempt to choke any opposing character present. Draw destiny. If destiny > target's ability, target is lost. Ponda Baba Premiere 31-pondababa Dark Character -- Alien 3 U1 [1-dot] Pow: 2 Abil: 1 2 3 Pilot, Warrior Power +3 when battling at same site as Dr. Evazan, unless opponent has a lightsaber present. Adds 2 to power of anything he pilots. Precise Attack Premiere 31-preciseattack Dark Interrupt -- Lost 4 C2 During a battle at any site, target one character or vehicle by combining the destiny draws of two or more of your weapons at same site. Presence Of The Force Premiere 31-presenceoftheforce Dark Effect 2 R1 [2-dot] Deploy on any location to add one [Dark Side Force] icon and one [Light Side Force] icon. Prophetess Premiere 31-prophetess Dark Character -- Alien 2 U1 [1-dot] Pow: 1 Abil: 4 Force-Sensitive 3 2 If you initiate a battle where present, you must predict the winner before the battle starts. If correct, randomly retrieve one lost card. If incorrect, lose 1 Force. Immune to attrition < 3. R1-G4 (Arone-Geefour) Premiere 31-r1g4 Dark Character -- Droid 3 C2 Pow: 1 Astromech Droid 1 3 Nav Computer When aboard a capital starship, adds 1 to power and hyperspeed, and that starship is immune to attrition < 3. Too large to go aboard a starfighter. R4-M9 (Arfour-Emmnine) Premiere 31-r4m9 Dark Character -- Droid 4 C2 Pow: 1 Vehicle Repair Droid 1 3 While aboard a non-creature vehicle, adds 1 to power, maneuver and landspeed. May drive transport vehicles. Reactor Terminal Premiere 31-reactorterminal Dark Effect 3 U2 Use 1 Force to deploy on your side of table. During your control phase, you may return any cards from your hand to the top of your Used Pile. Restraining Bolt [d] Premiere 31-restrainingbolt Dark Device 6 C2 Deploy on any droid at any site. Droid cannot move and cannot utilize its 'game text.' During your deploy phase, Restraining Bolt may be transfered (for free) to another droid at same site. Sandcrawler [d] Premiere 31-sandcrawler Dark Vehicle -- Transport 2 R2 Pow: 3 Arm: 3 Land: 2 3 5 Deploys only to a Tatooine site. May add 1 driver and 7 passengers. Cannot move to mobile sites. Adds 1 to forfeit of each Jawa at same exterior site. Scanning Crew Premiere 31-scanningcrew Dark Interrupt -- Used 3 C2 Use 1 Force to glance at the cards in the opponent's hand for 10 seconds. You may move any one Rebel you find there to the top of opponent's Used Pile. Send A Detachment Down Premiere 31-sendadetachmentdown Dark Effect -- Utinni 4 R1 [1-dot] Use 2 Force to deploy on any Tatooine site (except docking bay). Target any trooper on Death Star. When target reaches Utinni Effect, attrition +1 against opponent in all Tatooine battles as long as target remains at same site as Utinni Effect. Sense [d] Premiere 31-sense Dark Interrupt -- Used 3 U1 Cancel one Interrupt (or one 'react') by drawing a destiny < ability of your highest-ability Character on table. OR Cancel one Alter card just played. Set For Stun Premiere 31-setforstun Dark Interrupt -- Lost 2 C2 Use 2 Force to target one opponent's character. Draw destiny. If destiny > character's ability, character immediately returns to opponent's hand. (Also, any cards deployed on character return to owners' hands.) Stormtrooper Premiere 31-stormtrooper Dark Character -- Imperial 1 C3 Pow: 1 Abil: 1 1 2 Warrior Deploys free to same site as one of your Imperials with ability > 2. Stormtrooper Backpack Premiere 31-stormtrooperbackpack Dark Device 5 C2 Deploy on any trooper. May carry and use any number of weapons and devices. Trooper is immune to attrition < 3 when at a planet site. Stormtrooper Utility Belt Premiere 31-stormtrooperutilitybelt Dark Device 4 C2 Use 1 Force to deploy on any Imperial or alien. Character's power and forfeit are +1. If on Death Star, power and forfeit are +2. Sunsdown Premiere 31-sunsdown Dark Effect 3 U1 Deploy on any planet system to cause 'nighttime conditions' at related sites. During battles there, both sides add one destiny to power only. Spies deploy free to sites under 'nighttime conditions.' Tactical Re-Call Premiere 31-tacticalrecall Dark Effect -- Utinni 4 R2 [1-dot] Deploy on any Yavin 4 site immediately after winning a battle elsewhere. Target a warrior involved in that battle. Target's power and forfeit are -2 (-3 if Leia) until target reaches this Utinni Effect (which is then canceled). Takeel Premiere 31-takeel Dark Interrupt -- Lost 3 C2 If both players just drew one battle destiny, use 1 Force to switch numbers. Tallon Roll Premiere 31-tallonroll Dark Interrupt -- Used 4 C2 Target two starfighters (your TIE/LN and any Rebel starfighter) present at same system or sector. Each player draws destiny. Opponent totals destiny and starship's power. You total destiny, TIE's power and TIE's maneuver. Lowest total loses starfighter. Tatooine [d] Premiere 31-tatooine Dark Location -- System 0 C2 [1-dot] Planet, Parsec: 7 DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. LIGHT(1): If you control, for each of your starships here, your total power is +1 in battles at Tatooine sites. Tatooine: Cantina [d] Premiere 31-tatooinecantina Dark Location -- Site 0 R2 [1-dot] Interior, Planet DARK(2): Your aliens here, except Tusken Raiders, are each power +1. LIGHT(2): Your aliens here are each forfeit +1. Tatooine: Docking Bay 94 [d] Premiere 31-tatooinedockingbay94 Dark Location -- Site 0 C2 [1-dot] Exterior, Interior, Planet, Scomp Link DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 2 Force. Tatooine: Jawa Camp [d] Premiere 31-tatooinejawacamp Dark Location -- Site 0 C1 [1-dot] Exterior, Planet DARK(1): Your Jawas deploy here for 1 Force from you only. LIGHT(1): All your Jawas are power and forfeit -1 here. Tatooine: Jundland Wastes [d] Premiere 31-tatooinejundlandwastes Dark Location -- Site 0 C1 [1-dot] Exterior, Planet DARK(1): Your Tusken Raiders here are each forfeit +1. If you control, Force drain +1 here. LIGHT(1): Total ability of 6 or more required for you to draw battle destiny here. Tatooine: Lars' Moisture Farm [d] Premiere 31-tatooinelarsmoisturefarm Dark Location -- Site 0 U2 [1-dot] Exterior, Planet, Scomp Link DARK(1): Add 1 to each of your weapon destiny draws here. If you control, Force drain +1 here. LIGHT(1): (blank) Tatooine: Mos Eisley [d] Premiere 31-tatooinemoseisley Dark Location -- Site 0 C1 [1-dot] Exterior, Planet DARK(2): Your spies, thieves, bounty hunters and smugglers are each power and forfeit +1 here. LIGHT(1): (blank) The Circle Is Now Complete Premiere 31-thecircleisnowcomplete Dark Interrupt -- Lost 6 R1 If Vader and Obi-Wan are present at same site, use 1 Force to initiate a duel between them. Either Jedi is power +2 if they have a lightsaber. Loser of duel is placed out of play. The Empire's Back Premiere 31-theempiresback Dark Interrupt -- Lost 3 U1 If Vader, Tarkin, Motti or Tagge is lost, use 2 Force to retrieve one of them from the Lost Pile. OR Use 4 Force to search through your Reserve Deck and take Vader, Tarkin, Motti, or Tagge into your hand. Shuffle deck, cut and replace. TIE Advanced x1 Premiere 31-tieadvancedx1 Dark Starship -- Starfighter: TIE Advanced X1 3 U2 Pow: 2 Man: 2 No Hyperdrive 2 3 Pilot, Nav Computer Permanent pilot aboard provides ability of 1. TIE Fighter Premiere 31-tiefighter Dark Starship -- Starfighter: TIE/LN 1 C2 Pow: 1 Man: 3 No Hyperdrive 1 2 Pilot Deploy -1 to same system as any Imperial capital starship. Permanent pilot aboard provides ability of 1. TIE Scout Premiere 31-tiescout Dark Starship -- Starfighter: TIE/SR 4 C2 Pow: 1 Man: 1 Hyp: 5 2 3 Pilot, Nav Computer May add 1 pilot and 1 passenger, or 2 passengers. Permanent pilot aboard provides ability of 1. Timer Mine [d] Premiere 31-timermine Dark Weapon -- Automated 2 C2 Deploy on opponent's side at same site as one of your mining droids. 'Explodes' at beginning of your next turn. Draw destiny. That number of opponent's characters there are immediately lost (owner's choice). Timer Mine is also lost. Tonnika Sisters Premiere 31-tonnikasisters Dark Character -- Alien 2 R1 [1-dot] Pow: 2 Abil: 2 2 2 Warrior x2 Twice during each of your control phases, may use 2 Force to draw 2 destiny for 2 chances at a destiny = 2. If successful, may steal or destroy up to 2 weapons or 2 devices present. (Targeted as one character, but requires double Force to use landspeed.) Trinto Duaba Premiere 31-trintoduaba Dark Interrupt -- Used 5 U1 If there are cards in the opponent's Used Pile during your battle phase, draw one destiny. All cards there with the same destiny number are lost. Trooper Charge Premiere 31-troopercharge Dark Interrupt -- Lost 6 U2 Select one of your troopers in a battle to make a 'charge.' If that trooper is a Death Star Trooper, it is power +3 the battle. If any other trooper, power +2. However, that trooper must be forfeited at end of battle. Turbolaser Battery Premiere 31-turbolaserbattery Dark Weapon -- Starship 2 R2 Use 3 Force to deploy on your Star Destroyer or any mobile system. May target a starship using 2 Force. Draw two destiny. Subtract 2 if targeting a capital starship. Otherwise, subtract 5. Target hit if total destiny > defense value. Tusken Raider Premiere 31-tuskenraider Dark Character -- Alien 2 C2 Pow: * Abil: 1 2 1 Deploys only on Tatooine. * Power = 1. Power +1 if another non-unique Tusken Raider present If you have four or more non-unique Tusken Raiders present, your total power here is +2. Tusken Scavengers Premiere 31-tuskenscavengers Dark Interrupt -- Lost 5 C2 Use 1 Force to draw destiny. If destiny < the number of Tusken Raiders on table, you may scavenge (search through) the opponent's Used Pile. All vehicles, weapons or devices you find there are lost. Ubrikkian 9000 Z001 Premiere 31-ubrikkian9000z001 Dark Vehicle -- Transport 2 C2 Pow: 2 Man: 6 Land: 3 2 4 May add 1 driver and 2 passengers. May move as a 'react.' Utinni! [d] Premiere 31-utinni Dark Interrupt -- Used 4 R1 If one of your Jawas is at the same location as any Utinni Effect, 'steal' that Utinni Effect into your hand, to use or lose as your own. OR Cancel any Interrupt or Effect with 'Jawa' in the card name. Vader's Custom TIE Premiere 31-vaderscustomtie Dark Starship -- Starfighter: TIE Advanced X1 1 R1 [1-dot] Pow: 2 Man: 3 Hyp: 2 2 4 Nav Computer May add 1 pilot. If Vader is pilot, Custom TIE is immune to attrition < 4. Vader's Eye Premiere 31-vaderseye Dark Interrupt -- Lost 4 R1 [1-dot] If Vader is defending a battle alone at a site, add 1 to power and add one battle destiny. OR If any other Imperial with ability > 2 is defending a battle alone at a site, add one battle destiny. Vader's Lightsaber Premiere 31-vaderslightsaber Dark Weapon -- Character 1 R1 [1-dot] Deploy on Vader. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. WED15-1662 'Treadwell' Droid Premiere 31-wed151662treadwelldroid Dark Character -- Droid 2 R2 Pow: 1 Maintenance Droid 2 3 Adds immunity to attrition < 2 to all your vehicles and droids at same location. Also, if 'Treadwell' droid is at a docking bay, adds immunity to attrition < 3 to all your starfighters at the related system and related sectors. We're All Gonna Be A Lot Thinner! Premiere 31-wereallgonnabealotthinner Dark Interrupt -- Lost 6 R1 Everything in Trash Compactor is crushed (lost). Wrong Turn Premiere 31-wrongturn Dark Effect 3 U1 [1-dot] Use 3 Force to deploy on opponent's side of table. All opponent's warriors are deploy +1. Wuher Premiere 31-wuher Dark Character -- Alien 3 U2 [1-dot] Pow: 2 Abil: 1 2 3 If at the beginning of your control phase any weapons or droids are present at same site, all of them are lost. If in the Cantina, all weapons and droids there are immediately lost. Yavin 4 [d] Premiere 31-yavin4 Dark Location -- System 0 C2 [1-dot] Planet, Parsec: 4 DARK(2): If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. LIGHT(1): If you control, for each of your starships here, your total power is +1 in battles at Yavin 4 sites. Yavin 4: Docking Bay [d] Premiere 31-yavin4dockingbay Dark Location -- Site 0 C2 [1-dot] Exterior, Interior, Planet, Scomp Link DARK(1): Your docking bay transit from here requires 1 Force. LIGHT(1): Your docking bay transit from here requires 1 Force. Yavin 4: Jungle [d] Premiere 31-yavin4jungle Dark Location -- Site 0 U2 [1-dot] Exterior, Planet DARK(1): An Imperial alone here battles at power +2 and is immune to attrition. LIGHT(1): (blank) You Overestimate Their Chances Premiere 31-youoverestimatetheirchances Dark Interrupt -- Lost 4 C1 If an opponent has just initiated a battle, triple the resulting battle damage for the eventual loser. OR Triple the result of Don't Underestimate Our Chances. Your Eyes Can Deceive You Premiere 31-youreyescandeceiveyou Dark Effect 5 U1 Deploy beside either player's Lost Pile. That pile is turned face down. Cards from that player's Life Force may not be viewed when they are lost. Your Powers Are Weak, Old Man Premiere 31-yourpowersareweakoldman Dark Interrupt -- Lost 5 R1 During any battle involving both Vader and Obi-Wan, you may add one battle destiny. OR Destroy (cancel) either: Return Of A Jedi, Jedi Lightsaber, Jedi Presence, or Old Ben. 2X-3KPR (Tooex) Premiere 32-2x3kpr Light Character -- Droid 3 U1 Pow: 0 Security Droid 2 2 Where present under 'nighttime conditions,' each of your Rebels and aliens at same planet site are power +2, and also have immunity to attrition < 3 if a Hydroponics Station is present. A Few Maneuvers Premiere 32-afewmaneuvers Light Interrupt -- Used 6 C2 Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.) Affect Mind Premiere 32-affectmind Light Effect 5 R1 [1-dot] Use 1 Force to deploy on one of your Jedi. While present at a site, unless a Dark Jedi is also present, opponent's total ability at same location is reduced by 2. Alderaan [l] Premiere 32-alderaan Light Location -- System 0 U2 [1-dot] Planet, Parsec: 2 LIGHT(1): Subtract 1 from each of opponent's battle destiny draws here. DARK(0): If you control, Force drain +1 here. Alter [l] Premiere 32-alter Light Interrupt -- Used 4 U1 Cancel one Effect (or Utinni Effect) by drawing a destiny < ability of your highest-ability character on table. OR Cancel one Sense card just played. A Tremor In The Force Premiere 32-atremorintheforce Light Effect 3 U1 [1-dot] Once per game, during your deploy phase, 'insert' (face down) into opponent's Reserve Deck; reshuffle. When effect reaches top it is immediately lost, but opponent may not activate any more Force that turn. (Immune to Alter.) Beggar Premiere 32-beggar Light Effect 3 R1 [1-dot] Use 3 Force to deploy on any exterior Tatooine site (free at Beggar's Canyon). You may use any amount of Force in the opponent's Force Pile dur