LotR TCG Wiki → Card Sets:  All 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 → Forums:  TLHH CC

 
Cobra Cards Player Community Forum Index
 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
Author Message
menace64
Posted: Mon Jan 15, 2007 9:15 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
Here is the entire 164 card expansion for my SW/LotR Cross Project!

This is the first expansion to Legacy of the Force, the full base set.

A Wretched Hive introduces the Alien culture, as well as supplementing the Criminal culture. New subcultures like Echo Base rebels, Geonosians, and the Republic’s Delta Squad are introduced.

Here are all of the keywords used in the game so far:

New Loaded Keywords:
Apparition (While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)
Bounty X (When bearer loses a skirmish to a bounty hunter minion, that minion’s owner may discard this condition to draw up to X cards.)
Droid (This character may not exert or be exerted.)
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
Location (When you play this condition, discard all other active locations.)
Savage (This character may not bear possessions.)
Training X (When you play this, add X training tokens here. At the start of each of your turns, remove a training token here. When there are no training tokens here, training is complete; discard this condition and all benefits of the training last until the end of the game.)

Unloaded Keywords:
Bounter Hunter (for Boba and company)
Burrow (for the Geonosians)
Capital (for support area conditions representing large ships)
Ewok (for specific [Rebel] followers)
Jedi (yeah... for Jedi)
Lightsaber (for hand weapons)
Separatist (for the leaders of the Confederacy)

And since there are lot’s of cards in this set, the spoiler list will be broken up into a few different posts.

ALIEN CULTURE

0 Ambush [Alien]
Condition • Support Area
While you can spot 6 companions, each time you play an [Alien] minion outside the Dark Side phase, you may exert a companion (except the Apprentice).
Response: If an [Alien] minion is played outside the Dark Side phase, discard this condition to make it strength +3 until the regroup phase.
2R1

0 •Asteroid Field [Alien]
Condition • Support Area
Space Location.
Maneuver: Discard this condition to make all characters not bearing a ship strength -2 until the regroup phase.
2U2

1 Bantha [Alien]
Possession • Mount
Strength +1
Vitality +1
Bearer must be an [Alien] minion.
When you play this possession, if bearer is not at a desert site, exert bearer.
2C3

1 Bloodlust [Alien]
Event • Response
If an [Alien] minion with X vitality wins a skirmish, play X [Alien] minions from your hand; each of those minions are twilight cost -2 and fierce until the regroup phase.
2R4

2 •Datcha, Jawa Wrangler [Alien]
Minion • Jawa
Strength-4
Vitality-3
Roaming-2
When you play Datcha, you may play up to 2 [Alien] possessions from your discard pile.
Each time an [Alien] minion is assigned to a skirmish, you may exert Datcha or remove 2 to take an [Alien] minion into hand from your discard pile.
2U5

6 •Dianoga [Alien]
Minion • Dianoga
Strength-13
Vitality-3
Roaming-7
Fierce. Savage. While you can spot a scrap location, Dianoga is not roaming.
Each time Dianoga would take a wound, you may discard a scrap location from hand or from play to prevent that wound and make it strength +3 until the regroup phase.
2R6

1 Ferocity [Alien]
Event • Skirmish
Make an [Alien] minion strength +2 (and damage +1 if bearing a weapon).
2C7

2 Gaffi Stick [Alien]
Possession • Hand Weapon
Strength +2
Bearer must be an [Alien] minion. Bearer gains ambush 3.
Skirmish: If bearer is a Tusken, exert bearer to cancel the strength bonus of a weapon borne by a companion bearer is skirmishing.
2C8

1 Hunting Rifle [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
When you play this possession, you may exert bearer to remove a culture token.
If bearer is a Tusken, bearer gains long range.
2C9

4 •Iasa, Traitor of Jawa Canyon [Alien]
Minion • Jawa
Strength-7
Vitality-3
Roaming-2
While you cannot spot another minion, Iasa’s twilight cost is -2.
Skirmish: Exert another Jawa to take an [Alien] minion into hand from your discard pile.
2R10

5 Ice Wampa [Alien]
Minion • Wampa
Strength-11
Vitality-3
Roaming-3
Savage.
While at a tundra, this minion is damage +1 and fierce.
This minion is strength +1 for each tundra in the current region.
2U11

3 Jawa Adventurer [Alien]
Minion • Jawa
Strength-4
Vitality-3
Roaming-2
Regroup: Spot an [Alien] minion to play this minion from your hand and add a burden.
2C12

1 Jawa Creeper [Alien]
Minion • Jawa
Strength-2
Vitality-3
Roaming-2
Each time you play an [Alien] minion outside the Dark Side phase, you may spot another Jawa to make this minion strength +4 until the regroup phase.
2C13

1 Jawa Ion Gun [Alien]
Possession • Ranged Weapon
Strength +1
Bearer must be an [Alien] minion.
You may play this possession any time you play an [Alien] minion.
When you play this possession during the maneuver phase, if bearer is a Jawa, you may wound a droid twice.
2C14

2 Jawa Lurker [Alien]
Minion • Jawa
Strength-4
Vitality-3
Roaming-2
Each time you play an [Alien] minion outside the Dark Side phase, you may spot 3 [Alien] minions to play this minion from your discard pile.
2U15

2 Jawa Nomad [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
When you play this minion, you may exert it to play an [Alien] minion from your discard pile.
2C16

1 Jawa Scout [Alien]
Minion • Jawa
Strength-3
Vitality-3
Roaming-2
If this minion exerts or takes a wound, you may discard it to play an [Alien] minion from hand.
2C17

1 Jawa Sneak [Alien]
Minion • Jawa
Strength-4
Vitality-2
Roaming-2
If you play this minion outside of the Dark Side phase, you may make an [Alien] minion strength +3 until the regroup phase.
2C18

1 Mos Eisley Dagger [Alien]
Possession • Hand Weapon
Strength +1
Bearer must be an [Alien] minion.
While at a dwelling site or an urban site, bearer is strength +2.
2C19

4 Mos Eisley Thug [Alien]
Minion • Rodian
Strength-10
Vitality-2
Roaming-2
Ambush 2.
While bearing a hand weapon, this minion is damage +1 and may not take wounds.
While at a dwelling site or an urban site, this minion is strength +3.
2R20

5 Mos Espa Ruffian [Alien]
Minion • Gran
Strength-10
Vitality-3
Roaming-2
When you play this minion during the skirmish phase, it is twilight cost -2, strength +4, and fierce until the regroup phase.
2U21

4 Mos Espa Scoundrel [Alien]
Minion • Human
Strength-9
Vitality-2
Roaming-2
Each other [Alien] minion gains ambush 2.
2U22

13 •The Rancor, Terror of Jabba’s Palace [Alien]
Minion • Rancor
Strength-17
Vitality-3
Roaming-7
Damage +2. Savage. While you can spot an [Alien] or [Criminal] minion, The Rancor is not roaming.
When you play The Rancor, you may discard up to 3 minions from hand to make The Rancor twilight cost -1 for each card discarded in this way. If you discarded 3 cards in this way, The Rancor is fierce until the regroup phase.
2R23

6 •RR’uruurr, Ferocious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush 2. Fierce.
Each Tusken you play outside of the Dark Side phase is twilight cost -1.
2R24

2 Sandcrawler [Alien]
Possession • Support Area
Each time you play a Jawa, you may stack an [Alien] minion from your discard pile here.
Maneuver: Discard 2 [Alien] minions stacked here to play an [Alien] minion from your draw deck. The Light Side player may remove 2 or a threat.
2C25

5 •The Sarlacc, Terror of the Dune Sea [Alien]
Minion • Sarlacc
Strength-10
Vitality-5
Roaming-7
Damage +1. Fierce. Savage.
While The Sarlacc has strength less than 15, it may not skirmish.
Each time a character is killed or discarded from play, you may make The Sarlacc strength +3 until the regroup phase.
Response: If The Sarlacc wins a skirmish, exert it twice to make the Light Side player assign it to another skirmish.
2R26

6 •Space Slug [Alien]
Minion
Strength-17
Vitality-4
Roaming-9
Damage +1. Savage. To play, spot a space location.
Space Slug must be assigned to skirmish a companion bearing a ship.
Each time Space Slug wins a skirmish, you may exert it to discard a capital.
2R27

1 Sudden Attack [Alien]
Event • Skirmish
Play an [Alien] minion; it is fierce until the regroup phase.
2U28

1 This is No Cave [Alien]
Event • Dark Side
Spot a space location to play Space Slug from your draw deck or discard pile.
2R29

0 •Trash Compactor [Alien]
Condition • Support Area
Scrap Location.
While Dianoga is stacked here, other locations may not be played.
Regroup: Spot an exhausted companion to stack Dianoga here.
Dark Side: Spot a companion with X wounds and play Dianoga from here to make it strength +X until the regroup phase.
2U30

4 Tusken Brute [Alien]
Minion • Tusken
Strength-10
Vitality-2
Roaming-2
Each hand weapon played on this minion is twilight cost -2.
While bearing a hand weapon, this minion is fierce, and at the start of each of his skirmishes, you may exert him to wound a companion he is skirmishing.
2R31

6 Tusken Raiders [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Fierce.
Each time you play a Tusken outside the Dark Side phase, you may exert this minion to discard a possession.
2R32

3 Tusken Rampager [Alien]
Minion • Tusken
Strength-8
Vitality-1
Roaming-2
Each time a companion dies, this minion is strength +2 and damage +1 until the regroup phase.
2U33

3 Tusken Savage [Alien]
Minion • Tusken
Strength-8
Vitality-1
Each time a companion dies, you may play this minion from your hand; it is strength +6 and fierce until the regroup phase.
2C34

3 Tusken Sharpshooter [Alien]
Minion • Tusken
Strength-8
Vitality-2
Roaming-2
When you play this minion, you may play an [Alien] possession on him from your discard pile.
2U35

8 •Tusken Tribe [Alien]
Minion • Tusken
Strength-16
Vitality-2
Roaming-2
Ambush 4. To play, spot a Tusken.
Response: If Tusken Tribe wins a skirmish, play a Tusken from hand to make Tusken Tribe fierce until the regroup phase.
2R36

2 Tusken Warrior [Alien]
Minion • Tusken
Strength-7
Vitality-1
Roaming-2
Response: If a Tusken wins a skirmish, discard this minion to play a Tusken from your hand; that Tusken is strength +4 and fierce until the regroup phase.
2C37

6 •URoRRoR’R’R, Vicious Tusken [Alien]
Minion • Tusken
Strength-13
Vitality-2
Roaming-2
Ambush 2. Damage +1.
Each time a Tusken wins a skirmish, you may play a Tusken from your hand; that Tusken is fierce until the regroup phase.
2R38

CONFEDERACY CULTURE

2 The Council of Separatists [Confederacy]
Event • Dark Side
Discard X Dark Side cards from hand to play X Separatists from your discard pile.
2R39

4 •Dooku, Head of State [Confederacy]
Minion • Human
Strength-10
Vitality-4
Roaming-4
Separatist.
Separatists are not roaming.
Each time a [Confederacy] minion with vitality X is about to take a wound, you may spot X Separatists and exert Dooku to prevent that wound.
2R40

2 •Droid Assembly [Confederacy]
Condition • Support Area
Burrow.
At the start of your Dark Side phase, you may stack 2 Geonosians from hand here to play a [Confederacy] droid from your discard pile.
Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
2R41

2 Droid Foundry [Confederacy]
Condition • Support Area
Burrow.
Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
Response: If a Geonosian is about to be discarded from play (except during the regroup phase), remove 1 to stack it here.
2U42

7 •Durge, Hired to Hunt [Confederacy]
Minion • Gen’Dai
Strength-14
Vitality-5
Roaming-4
Damage +1. To play, exert a Separatist.
When you play Durge, you may remove [X]. Durge must be assigned to skirmish a companion with strength X (except the Apprentice).
2R43

0 Exoskeleton [Confederacy]
Possession • Support Area
Each time you play a Geonosian, you may remove 1 to stack a [Confederacy] minion from your discard pile here.
Response: If a Geonosian is about to take a wound, discard 2 cards stacked here to prevent that.
2C44

[10] Geonosian Barbarian [Confederacy]
Minion • Geonosian
Strength-13
Vitality-2
Roaming-4
While you can spot 4 Geonosians stacked on burrows, this minion’s twilight cost is -6.
While you can spot 6 Geonosians stacked on burrows, this minion is damage +1 and fierce.
2U45

Confederacy culture continued...
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Mon Jan 15, 2007 9:23 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
[14] •Geonosian Detachment [Confederacy]
Minion • Geonosian
Strength-14
Vitality-4
Roaming-4
Fierce. While you can spot a Geonosian stacked on a burrow, Geonosian Detachment’s twilight cost is -6.
When you play Geonosian Detachment, you may stack up to 2 Geonosians from your discard pile on your burrows.
2R46

3 Geonosian Drone [Confederacy]
Minion • Geonosian
Strength-7
Vitality-1
Roaming-4
Skirmish: Exert another Geonosian to stack this minion on your burrow.
2C47

[10] Geonosian Gunner [Confederacy]
Minion • Geonosian
Strength-9
Vitality-3
Roaming-4
While you can spot 5 Geonosians stacked on burrows, this minion’s twilight cost is -7.
Regroup: Stack this minion from your hand on a burrow.
2C48

[12] •Geonosian Overseer [Confederacy]
Minion • Geonosian
Strength-11
Vitality-3
Roaming-4
Geonosian Overseer’s twilight cost is -2 for each Geonosian stacked on a burrow.
Skirmish: Discard 2 Geonosians stacked on burrows to make Geonosian Overseer damage +1.
2R49

8 Geonosian Predator [Confederacy]
Minion • Geonosian
Strength-9
Vitality-3
Roaming-4
Fierce.
While you can spot 4 Geonosians stacked on burrows, this minion’s twilight cost is -5.
Each time this minion wins a skirmish, you may stack a Geonosian from play on your burrow.
2U50

4 Geonosian Soldiers [Confederacy]
Minion • Geonosian
Strength-8
Vitality-2
Roaming-4
If this minion is killed, you may stack it and a Geonosian from your hand on a burrow to make another Geonosian damage +1 until the regroup phase.
2C51

3 •Grievous’ Wheel Bike [Confederacy]
Possession • Vehicle
Strength +1
Vitality +1
Bearer must be Grievous.
When you play this possession, you may replace the current site.
At the end of each phase, you may exert Grievous to exert a companion bearing a mount or a vehicle.
2R52

2 Hive Colony [Confederacy]
Condition • Support Area
Burrow.
Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
Response: If a Geonosian wins a skirmish, remove 1 to stack it here.
2C53

2 Orray [Confederacy]
Possession • Mount
Strength +2
Bearer must be a Geonosian. Bearer gains lurker.
Skirmish: Exert bearer to make a savage minion strength +2.
2C54

3 Petranaki Picador [Confederacy]
Minion • Geonosian
Strength-7
Vitality-3
Roaming-4
Response: If a savage [Confederacy] minion loses a skirmish, exert this minion to heal that minion; it is fierce until the regroup phase.
2U55

4 •Poggle, Archduke [Confederacy]
Minion • Confederacy
Strength-7
Vitality-3
Roaming-4
Separatist.
Poggle may not be assigned to a skirmish.
When you play Poggle, you may exert him X times to play X Geonosians stacked on burrows and add X threats.
2R56

0 Sonic Blaster [Confederacy]
Possession • Ranged Weapon
Strength +2
Bearer must be a Geonosian.
At the end of bearer’s skirmish, you may remove 2 to discard a possession borne by a companion skirmishing bearer.
2C57


CRIMINAL CULTURE

4 •Assassination Droid [Criminal]
Minion • Droid
Strength-4
Vitality-2
Roaming-4
Droid. To play, spot a [Criminal] minion.
When you play Assassination Droid, spot a Bounty Hunter with vitality X. Each time a companion with resistance X or less is assigned to skirmish this minion, place that companion in the dead pile.
2R58

7 •Aurra, Jedi Hunter [Criminal]
Minion • Near-human
Strength-14
Vitality-3
Roaming-3
Bounty Hunter. While you can spot a Jedi, Aurra’s twilight cost is -2.
Skirmish: If skirmishing a Jedi, exert Aurra to transfer an artifact or possession borne by that Jedi to her.
2R59

8 •Boba, Fearless [Criminal]
Minion • Human
Strength-15
Vitality-3
Roaming-3
Bounty Hunter. Fierce.
For each possession Boba bears, companions skirmishing him are strength -1.
2P60

0 Cantina Brawl [Criminal]
Event • Skirmish
Exert X [Criminal] minions to make your [Criminal] minion strength +X. If that minion loses the skirmish, the Light Side player may exert X minions.
2C61

0 Civil Disorder [Criminal]
Condition • Support Area
Each time the alliance moves, spot a [Criminal] companion and add a threat or discard this condition.
Each time a [Criminal] companion wins a skirmish, you may remove a threat to make another [Criminal] companion strength +1 until the regroup phase.
2C62

1 Cloud City Blaster [Criminal]
Possession • Ranged Weapon
Strength +1
Bearer must be a [Criminal] companion.
While you can spot 2 threats, bearer is damage +1.
While you can spot 4 threats, bearer is strength +2.
2C63

2 Cloud City Trooper [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
To play, spot a [Criminal] companion.
While bearing a ranged weapon, this companion is resistance +1 for each threat you spot (limit +3).
2C64

2 Concussion Rifle [Criminal]
Possession • Ranged Weapon
Bearer must be a [Criminal] minion. Bearer may not bear other weapons.
At the start of the crossfire phase, you may discard this possession to make the minion crossfire total +X, where X is bearer’s vitality.
2R65

0 Death Sticks [Criminal]
Possession
Vitality -1
Bearer must be a [Criminal] minion.
Each time bearer would exert, wound bearer instead.
Bearer is strength +3 for each wound it has, and when bearer is killed, you may return this possession to your hand to add 2.
2U66

3 •Elan, Drug Dealer [Criminal]
Minion • Balosar
Strength-8
Vitality-3
Roaming-3
When you play Elan, you may exert him to take a [Criminal] condition (except a bounty) into hand from your draw deck.
2U67

0 A Few Tricks Left [Criminal]
Event • Skirmish
If you can spot 3 threats, you may play this event from your discard pile to make a [Criminal] companion strength +2. Then remove this event from the game.
Add a threat to make a minion skirmishing a [Criminal] companion strength -1.
2C68

3 •Han, Clever Spacer [Criminal]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. While you cannot spot any threats, Han’s twilight cost is -2.
While bearing a Dark Side condition, Han may not be exerted by Dark Side cards.
2C69

1 Hard Merchandise [Criminal]
Condition • Support Area
Dark Side: Exert a minion (except a Bounty Hunter) to transfer this condition to a companion. That companion gains bounty X until captured, where X is that companion’s vitality.
2U70

4 Hidden Explosives [Criminal]
Event • Dark Side
Exert your bounty hunter to discard a Light Side capital with X tokens on it. The Light Side player must wound his or her companions X times.
2U71

1 I Expect to be Well-paid [Criminal]
Event • Alliance
Spot a [Criminal] companion and add X threats to remove [X].
2C72

5 •Jabba, Lord of Tatooine [Criminal]
Minion • Hutt
Strength-7
Vitality-4
Roaming-3
Each time you play a bounty, you may play a Bounty Hunter from your draw deck.
2R73

3 Jabba’s Bounty [Criminal]
Condition • Support Area
Bounty 3.
Dark Side: Exert a minion (except a Bounty Hunter) to transfer this condition to a companion.
If borne by a companion, each time the alliance moves, add a threat.
2R74

2 •Jango’s Twin Blasters [Criminal]
Possession • Ranged Weapon
Strength +2
Bearer must be a Bounty Hunter.
Each time bearer is assigned to skirmish a companion, exert that companion.
If bearer is Jango, add 2 to the minion crossfire total.
2R75

0 Jet Pack [Criminal]
Possession • Jet Pack
Bearer must be a [Criminal] minion (except a Hutt).
Bearer may not take wounds (except during skirmishes involving bearer).
While bearer is not exhausted, bearer is fierce.
2U76

4 •Jodo, Imposter [Criminal]
Minion • Human
Strength-10
Vitality-3
Roaming-3
Bounty Hunter.
While you can spot Boba, discard Jodo.
Each time a [Criminal] minion is killed or discarded, you may transfer (for free) any possessions borne by that minion to Jodo.
2U77

3 Kaminoan Saber-dart [Criminal]
Event • Crossfire
Exert a Bounty Hunter to discard the top card of the Light Side player’s draw deck. Exert each character of the discarded card’s culture.
2R78

0 Kohoun Worms [Criminal]
Condition
Resistance -1
To play, exert a Bounty Hunter. Bearer must be a companion. Limit 1 per companion.
At the start of the regroup phase, if bearer was assigned to a skirmish (and no other companion was), wound bearer.
2U79

2 •Lando, Baron Administrator [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While you can spot 3 threats, Lando is damage +1 for each other companion assigned to a skirmish.
2U80

2 •Leebo, Refined Repair Droid [Criminal]
Companion • Droid
Strength-5
Vitality-3
Droid. To play, spot a [Criminal] companion. When you play Leebo, you may heal a companion bearing a ship.
Companions bearing ships may not be overwhelmed unless their strength is tripled.
2C81

1 Let the Wookiee Win [Criminal]
Event • Skirmish
Exert your Wookiee twice to make it win the skirmish.
2R82

2 Lucrative Exports [Criminal]
Condition • Site
To play, exert a [Criminal] companion. Plays on an uncontrolled site. Limit 1 per site.
At the end of your alliance phase, you may remove 1.
2C83

5 Palace Gambler [Criminal]
Minion • Ishi Tib
Strength-11
Vitality-3
Roaming-3
While you can spot 3 threats, this minion is strength +3.
2C84

5 Palace Guard [Criminal]
Minion • Klatooinian
Strength-11
Vitality-3
Roaming-3
At the start of the assignment phase, spot a companion with higher strength than this minion to make this minion strength +3 until the regroup phase.
2C85

5 Palace Robber [Criminal]
Minion • Quarren
Strength-11
Vitality-3
Roaming-3
While skirmishing a companion bearing a possession, this minion is strength +3.
2C86

1 Planetary Ring [Criminal]
Condition • Support Area
Space Location. To play, spot a [Criminal] minion bearing a ship.
Each companion skirmishing a [Criminal] minion bearing a ship is strength -1 and resistance -1.
Assignment: Remove 3 and discard this condition to play a [Criminal] ship from your discard pile.
2U87

4 Relentless Hunter [Criminal]
Minion • Human
Strength-9
Vitality-3
Roaming-3
Bounty Hunter.
Each time a bounty is claimed, you may make this minion strength +2 and fierce until the regroup phase.
2U88

2 She’s Fast Enough for You [Criminal]
Event • Regroup
Exert a [Criminal] companion bearing a ship to make the move limit this turn +1. Each companion not bearing a ship is strength -2 until the end of the turn.
2C89

2 Sniper Rifle [Criminal]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Criminal] minion.
Bearer has long range.
Each time a companion takes a wound during the crossfire phase, you may make that companion resistance -1 until the regroup phase.
2R90

4 •Zam, Professional Hunter [Criminal]
Minion • Clawdite
Strength-8
Vitality-3
Roaming-4
Bounty Hunter.
When you play Zam, you may exert her twice to make an undestined companion resistance -3 until the regroup phase.
Skirmish: Exert Zam twice to make her damage +1.
2C91

5 •Zuckuss, Gand Findsman [Criminal]
Minion • Gand
Strength-12
Vitality-4
Roaming-3
Bounty Hunter.
When you play Zuckuss, you may exert him and reveal the top card of any draw deck to make a character of the revealed card’s culture strength -2 until the regroup phase.
At the end of Zuckuss’ skirmish, if he did not claim a bounty, he is strength +3 and fierce until the regroup phase.
2R92
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Mon Jan 15, 2007 9:30 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
IMPERIAL CULTURE

2 •Devastator [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
When you play this condition, add an [Imperial] token here for each site you control.
Each time an [Imperial] minion wins a skirmish, you may remove 2 [Imperial] tokens here to play an [Imperial] minion from your discard pile; that minion is fierce until the regroup phase.
2U93

1 •Dominance [Imperial]
Condition • Support Area
Each time a companion loses a skirmish, you may remove 1 to add an [Imperial] token here.
Regroup: Spot an [Imperial] minion and remove X [Imperial] tokens here to reinforce an [Imperial] capital X times. Discard this condition.
2C94

0 Fear Will Keep Them in Line [Imperial]
Event • Dark Side
Spot a companion with strength 10 or more and play an [Imperial] minion stacked on a site you control to make that companion strength -2 until the regroup phase.
2U95

1 •Human High Culture [Imperial]
Condition • Support Area
To play, spot a Human.
Each time a Dark Side Human is played, add an [Imperial] token here.
Skirmish: Spot a Dark Side Human and remove 3 [Imperial] tokens here to make a non-Human companion (except the Apprentice) strength -3 (limit -3).
2R96

0 Humans Are the Future [Imperial]
Condition
Strength -2
If a non-Human companion is played, you may spot an [Imperial] card to play this condition from you hand on that companion. Limit 1 per companion.
2C97

6 Imperial Garrison [Imperial]
Minion • Human
Strength-12
Vitality-3
Roaming-4
Long Range. Fierce.
This minion is strength +1 for each [Imperial] minion stacked on a site you control.
2R98

0 Imperial Tyranny [Imperial]
Event • Response
If a companion loses a skirmish, spot X wounded companions to stack X [Imperial] minions on sites you control.
2U99

1 •A New Era [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
While you control 3 sites, each [Imperial] minion is strength +1 and each minion of another culture is strength -2.
Dark Side: Spot an [Imperial] minion and X sites you control to draw X cards. Discard this condition.
2R100

1 •A New Hatred [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
Each time the alliance moves, add 1 for each non-Human companion.
Dark Side: Discard this condition and play an [Imperial] minion to spot a companion (except the Apprentice). Until the regroup phase, each player may not assign that minion to skirmish any other companion.
2R101

1 •A New Order [Imperial]
Condition • Support Area
To play, exert an [Imperial] minion.
At the start of the regroup phase, if you can spot 5 non-Human companions (or 3 Jedi), you may discard an [Imperial] minion to take control of a site.
2R102

4 Overwhelming Defenses [Imperial]
Event • Skirmish
Spot X tokens from your [Imperial] capitals to make an [Imperial] minion strength +X (limit +5).
2U103

2 Xenophobia [Imperial]
Event • Regroup
Discard an [Imperial] minion with twilight cost X to make the Light Side player exert non-Human companions X times. He or she may let you take control of a site to prevent this.
2C104


JEDI CULTURE

3 •Anakin, Enraged [Jedi]
Companion • Human
Strength-10
Vitality-3
Resistance-5
Destined. Duelist. Jedi.
At the start of each alliance phase, you may exert 2 companions to heal Anakin.
Each time Anakin wins a skirmish, wound him.
2R105

2 At Peace [Jedi]
Condition
Bearer must be a companion with resistance 6 or more. Limit 1 per bearer.
At the start of the regroup phase, if bearer did not skirmish, you may remove a burden.
2U106

3 A Certain Point of View [Jedi]
Event • Alliance
Exert a Jedi to reveal the top card of your draw deck and the top card of an opponent’s draw deck. You may place the top three cards of either draw deck on the bottom of that draw deck.
2U107

2 Deft Interception [Jedi]
Event • Response
Force Power.
If a non-Jedi companion is assigned to a skirmish, discard 3 [Jedi] cards from hand to replace that companion with a Jedi not assigned to a skirmish.
2C108

3 •Jedi Archives [Jedi]
Condition • Support Area
When you play this condition, spot a Jedi to stack the top 5 cards of your draw deck here.
Each time a minion is played, you may add 1 to take a [Jedi] card stacked here into hand.
2R109

2 •Let Me Buy You a Drink [Jedi]
Condition • Support Area
To play, spot a Jedi. When you play this condition, add a [Jedi] token here.
Response: If a minion is played, spot a Jedi and remove a token here (or discard this condition) to exert that minion.
2U110

3 •Obi-Wan, Old Ben [Jedi]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Destined. Jedi. While you can spot Luke, Obi-Wan’s twilight cost is -1.
Each time Obi-Wan is assigned to a skirmish, if Luke is the Apprentice, you may remove a burden.
2R111

1 •Persuasion [Jedi]
Condition
Resistance +1
To play, exert Obi-Wan. Bearer must be Luke.
Each time Luke is assigned to a skirmish, you may play the alliance’s next site.
Regroup: Discard this condition to play a possession on Luke from your discard pile.
"’I need your help, Luke... I’m getting too old for this sort of thing.’"
2C112

2 Reckless Encounter [Jedi]
Event • Assignment
Discard a [Jedi] artifact or [Jedi] possession borne by a Jedi and assign him or her to skirmish a minion. Discard all cards borne by that minion.
2U113

4 Strong Influence on the Weak-minded [Jedi]
Event • Regroup
Force Power.
Exert a Jedi to discard each minion with strength 6 or less. Each minion is strength +2 until the end of the turn.
2R114


REBEL CULTURE

1 •Artoo, Glob of Grease [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid. To play, spot a [Rebel] companion.
Each time a [Rebel] companion loses a skirmish, you may take a [Rebel] event into hand from your discard pile.
2U115

2 •Bren, Echo Base Officer [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While the alliance is in region 1 or region 2, other [Rebel] companions cannot be overwhelmed unless their strength is tripled.
2C116

2 Echo Base Trooper [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While this companion is exhausted, he is strength +2.
2C117

1 Effective Adaptations [Rebel]
Condition • Support Area
Each [Rebel] companion bearing a vehicle is strength +1.
Response: If a [Rebel] companion is about to take a wound, remove 3 or discard this condition to prevent that.
2U118

3 Escape Pod [Rebel]
Event • Skirmish
Exert a [Rebel] companion to cancel his or her skirmish.
2R119

2 •Leia, Ice Princess [Rebel]
Companion • Human
Strength-6
Vitality-3
Resistance-7
Destined.
Each exhausted companion is resistance +2.
Each time the alliance moves to a site in region 1 or region 2, you may exert Leia to make each companion with strength 6 or less strength +2 until the regroup phase.
2R120

1 A New Secret Base [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +2 (or +4 if another companion lost a skirmish this turn).
2C121

2 •Planet Defender Ion Cannon [Rebel]
Condition • Support Area
To play, exert a [Rebel] companion.
Each time a [Rebel] companion loses a skirmish, add a [Rebel] token here.
Regroup: Remove 2 [Rebel] tokens here to remove a token from a capital. If that capital then has no tokens remaining on it, discard it.
2R122

1 •Rebel Mechanic [Rebel]
Follower
Resistance +1
Aid - 2. To play, spot a [Rebel] companion.
When you transfer this follower to a companion bearing a ship or vehicle, heal that companion.
2U123

0 The Shield Doors Must be Closed [Rebel]
Condition • Site
To play, spot a [Rebel] companion.
This site loses any keywords it has and gains dwelling and military.
2C124

2 •Threepio, Mindless Philosopher [Rebel]
Companion • Droid
Strength-3
Vitality-4
Droid.
Each time the alliance moves, you may spot a wounded companion to make that companion resistance +2 until the regroup phase.
2U125
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
menace64
Posted: Mon Jan 15, 2007 9:45 am
Joined: 12 Apr 2006 Posts: 836 Location: Wichita, Kansas
REPUBLIC CULTURE

3 •Boss, Delta Lead [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. While in your starting alliance, Boss’ twilight cost is -1.
Boss is strength +1 for each other delta you spot.
At the start of each alliance phase, you may exert Boss to play a delta from your draw deck.
2P126

1 Commando Armor [Republic]
Possession • Armor
Resistance +1
Bearer must be a [Republic] Clone.
While you can spot 4 [Republic] Clones, bearer may take only 1 wound per skirmish.
2C127

2 DC-17 Anti-armor Launcher [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. While bearer is not exhausted, he gains long range.
Crossfire: Exert bearer twice to make an opponent place X wounds on minions, where X is the number of deltas you spot.
2R128

2 DC-17 Sniper Rifle [Republic]
Possession • Ranged Weapon
Strength +1
Bearer must be a delta. Bearer is damage +1.
Crossfire: Exert bearer to exert a minion.
2C129

2 DC-17 Stock Blaster [Republic]
Possession • Ranged Weapon
Strength +2
Bearer must be a delta.
While bearer bears no other possessions, bearer is strength +2.
2C130

2 Demanding Mission [Republic]
Event • Skirmish
Make a delta enduring.
2C131

3 •Elite Unit [Republic]
Condition • Support Area
Each time a delta wins a skirmish, add a [Republic] token here.
Skirmish: Remove 2 [Republic] tokens here to make a delta damage +1.
2U132

2 •Fixer, Delta Slicer [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
Each time the alliance moves, if Fixer bears a possession and you can spot another delta, you may exert him to make an opponent discard a Dark Side condition.
2C133

2 •It Smells Like Bugs [Republic]
Condition • Support Area
At the start of the skirmish phase, make each delta assigned to a skirmish strength +1 until the end of that skirmish.
Skirmish: Make a delta strength +2 for each minion he is skirmishing. If he wins the skirmish, he is damage +2. Discard this condition.
2R134

1 Retractable Vibro-blade [Republic]
Possession • Hand Weapon
Strength +1
Bearer must be a delta.
Bearer is strength +1 for each wound on each minion he is skirmishing.
2C135

2 •Scorch, Delta Ordnance [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of Scorch’s skirmish, if he has a damage bonus, you may exert him to make an opponent discard a minion assigned to skirmish a delta.
2C136

2 •Sev, Delta Sniper [Republic]
Companion • Clone
Strength-6
Vitality-3
Resistance-6
Delta. To play, spot a delta.
At the start of the crossfire phase, if Sev has long range, you may exert him to make an opponent discard a minion.
2C137

0 Supremely Efficient [Republic]
Event • Response
If a [Republic] Clone wins a skirmish, exert him to wound a minion not assigned to a skirmish. If that Clone is a delta, add 3 to discard that minion instead.
2U138

0 Zero Hour [Republic]
Event • Regroup
Exert 2 deltas to discard 2 minions. If the move limit allows, move again this turn.
2R139


SITH CULTURE

0 Dark Powers [Sith]
Condition • Support Area
Dark Side: Spot 3 burdens and play a [Sith] minion to make that minion damage +1 while skirmishing a companion with resistance 4 or less. Discard this condition.
Dark Side: Spot 5 burdens and play a [Sith] minion to make that minion strength +4 until the regroup phase and damage +1 while skirmishing a companion with resistance 4 or less. Discard this condition.
2U140

2 Dark Temptation [Sith]
Condition • Companion
To play, spot a [Sith] minion. Limit 1 per bearer.
Each time bearer wins a skirmish, you may spot another companion bearing a [Sith] condition to make the Light Side player choose to either wound the Ring-bearer or add a burden.
2R141

1 The Dealings of Tyranus [Sith]
Event • Dark Side
Exert a [Sith] minion (or spot Dooku) to reveal the top 3 cards of your draw deck. Play a revealed minion.
2C142

5 •Dooku, Darth Tyranus [Sith]
Minion • Human
Strength-11
Vitality-3
Roaming-5
Duelist.
While you can spot a minion of another culture, Dooku gains shroud.
Skirmish: Exert a minion of another culture to make a companion skirmishing Dooku strength -1.
2R143

1 Emergency Powers [Sith]
Condition • Support Area
Each time a companion loses a skirmish, you may exert a [Sith] minion to add a [Sith] token here.
Dark Side: Remove 2 [Sith] tokens here and spot a [Sith] minion to make that minion gain shroud until the regroup phase. Discard this condition.
2R144

0 A Great Disturbance [Sith]
Event • Response
If the Light Side player is about to draw a card (except during the regroup phase), exert your [Sith] minion to discard the top 3 cards of his or her draw deck.
2U145

0 He’s Still Alive [Sith]
Event • Response
If a [Sith] minion loses a skirmish, remove a burden to heal that minion and make it fierce until the regroup phase.
2U146

5 •Mara, Arica [Sith]
Minion • Human
Strength-10
Vitality-3
Roaming-5
When you play Mara, spot a companion. Until the regroup phase, Mara is strength +3 and damage +1 while skirmishing that companion.
Mara may be spotted as a [Criminal] minion.
2R147

1 Palpatine’s Ambition [Sith]
Condition • Support Area
When you play this condition, spot a [Sith] minion with vitality X to add X [Sith] tokens here.
Skirmish: Remove a [Sith] token here or discard this condition to make a [Sith] minion skirmishing an undestined companion strength +1.
2U148

0 •Palpatine’s Domain [Sith]
Condition • Support Area
Station Location. To play, spot a [Sith] minion.
Each time you play a [Sith] minion, you may exert that minion to add 1.
2R149

0 •Undercover Mission [Sith]
Condition • Support Area
Your Mara may not take wounds.
Skirmish: Discard this condition to make Mara strength +4.
2U150


YUUZHAN VONG CULTURE

1 •Bring Us Their Heads [Yuuzhan Vong]
Condition
To play, exert a Yuuzhan Vong and spot a companion in the dead pile. Bearer must be a companion of the same culture.
While skirmishing a Yuuzhan Vong, bearer is strength -2 for each card in the dead pile.
2R151

3 Calling for a Cease-fire [Yuuzhan Vong]
Event • Maneuver
Discard your Yuuzhan Vong of strength 9 or more to skip the crossfire phase this site.
2U152

2 Galactic Betrayal [Yuuzhan Vong]
Event • Skirmish
Exert a Yuuzhan Vong to make a companion he or she is skirmishing strength -1 for each other companion you spot.
2R153

3 Invader’s Ultimatum [Yuuzhan Vong]
Event • Regroup
Exert a Yuuzhan Vong to make it strength -5. Then discard the top X cards of the Light Side player’s draw deck, where X is that Yuuzhan Vong’s strength.
2R154

3 Yuuzhan Vong Interloper [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-8
Vitality-4
Roaming-6
Lurker.
Each time another Yuuzhan Vong takes a wound, you may exert this minion to make it strength +2 until the regroup phase.
2U155


ADVENTURE PATH

0 Entrance Cavern
Desert. Urban. Light Side Droids (and companions with resistance 3 or less) are strength -1.
2U156

1 Holding Cell
Military. Each time you claim a bounty, you may take a bounty condition into hand from your discard pile.
2U157

2 Ice Valley
Tundra. At the start of the regroup phase, the Light Side player may add a threat and discard 2 cards from hand to draw 2 cards.
2U158

1 Jawa Camp
Desert. Dwelling. At the start of each player’s turn, he or she may discard a card from hand to draw a card.
2U159

2 Jundland Wastes
Desert. Tusken minions gain ambush 2.
2U160

3 Mos Espa Tavern
Dwelling. Urban. Each companion with resistance 4 or less is strength +2.
2U161

0 The Pit of Carkoon
Desert. Battleground. The first savage minion played each Dark Side phase is damage +1 until the regroup phase.
2U162

0 Prefect’s Office
Desert. Military. Skirmish: Remove a threat to make a non-Human companion (except the Apprentice) skirmishing your [Imperial] minion strength -2.
2U163

1 Tusken Camp
Desert. Dwelling. Maneuver: Remove 2 to play an [Alien] minion from your discard pile. You may not take another action this phase.
2U164
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.

Who am I?
thonnas7
Posted: Mon Jan 15, 2007 12:36 pm
Joined: 07 May 2006 Posts: 397 Location: Springfield, OR
That’s really impressive. Smile

Display posts from previous:  

 Forum index » Lord of the Rings TCG » LOTR TCG Dream Cards
All times are UTC - 4
Page 1 of 1 [5 Posts]  
View previous topic   View next topic