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Turin06
Posted: Wed Jan 17, 2007 11:53 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Well here it is the complete spoiler for the joint second set in the current LOTR TCG/Star Wars crossover happening here on these boards. the reason i said joint second was because me and Menace decided that The Unifying Force and A Wretched Hive had several similar cards and so would work better as paralell sets one diving into the Galaxies underbelly and the other exploring the many wonders of the force. Enjoy Very Happy Very Happy
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 11:54 am
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Criminal

6 •Aurra Sing, Jedi Hunter [Criminal]
Minion • Human
Str:10
Vit:4
Site:3
Fierce
Aurra Sing is strength +2 for each wound on the character she is skirmishing (or strength +3 if that character is a Jedi).
She used to be a Jedi.......now she just hunts them
2R01

1 •Aurra Sing’s Blaster Rifle [Criminal]
Possession • Ranged Weapon
Str:+1
Bearer must be a [Criminal] minion
Crossfire: If bearer is Aurra Sing you may exert her to exert an undestined Jedi
Aurra Sing kept a huge Blaster Rifle which she used to gun her victims off mercilessly from afar
2R2

1 •Aurra Sing’s Lightsaber [Criminal]
Possession • Lightsaber
Str:+1
Bearer must be a [Criminal] minion.
If bearer is Aurra Sing she is damage +1 and gains duelist
Aurra Sing often used lightsabers taken from her fallen victims to take out their Jedi comrades
2R3

2 Commenorian Smuggler [Criminal]
Companion • Human
Str:6
Vit:3
Res:6
While bearing a bounty this companion is strength +2.
Maneuver: Exert this companion and add 1 to transfer a bounty to him from another companion.
Having a bounty on their heads seemed to spur some smugglers on rather than deter them
2C4

2 Correllian Smuggler [Criminal]
Companion • Human
Str:6
Vit:2
Res:6
While bearing a bounty this companion is damage +1.
Maneuver: Exert this companion and add to transfer a bounty to him from another companion.
Saying that you had a bounty on your head often helped with the ladies
2U5

1 •Deep Lying Hatred [Criminal]
Condition • Support Area
To Play spot Aurra Sing
Each time Aurra Sing is assigned to skirmish a Jedi the Alliance player must exert that Jedi.
The Lies of the Space Pirates twisted Aurra until she possessed a deep lying, insatiable hatred for the Jedi
2R6

2 Deveronian Bounty Hunter [Criminal]
Minion • Deveronian
Str:5
Vit:1
Site:3
While you can spot a bounty this minions twilight cost is -1.
The riches in waiting drove them on
2U7


4 Duros Mercenary [Criminal]
Minion • Duros
Str:8
Vit:4
Site:3
While you can spot a bounty this minions twilight cost is -2.
The mercenaries of the galaxy would fight for anyone as long as they got paid
2C8

1 Never Tell me the Odds [Criminal]
Event • Skirmish
Exert a [Criminal] companion to make that companion strength +3 for each minion they are skirmishing.
Someone turn off the professor....
2R9

1 No Bounty, No Hunt [Criminal]
Event • Skirmish
Exert a [Criminal] companion not bearing a bounty to cancel a skirmish involving that companion.
It was always professional Solo
2U10

0 Scum and Villainy [Criminal]
Event • Dark Side
Exert a [Criminal] minion to play a minion from hand. That minions twilight cost is -1 for each bounty you can spot.
You’ll never find a more Wretched Hive of Scum and Villainy
2C11

4 •The Hunt [Criminal]
Event • Maneuver
Exhaust Aurra Sing to assign her to an undestined Jedi
It was as if she could smell the force emanating from her Jedi prey
2C12
Last edited by Turin06 on Wed Jan 17, 2007 12:06 pm; edited 1 time in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:05 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Imperial

1 •Control Through Fear [Imperial]
Condition • Support Area
Response: If the Alliance player is about to liberate a site you may discard an [Imperial] minion and remove a threat to prevent that.
Fear will keep the outlying systems in line
2U13

3 •Gilad Pellaeon, Captain of the Chimeara [Imperial]
Minion • Human
Str:7
Vit:3
Site:4
When you play Gilad Pallaeon you may play an [Imperial] vehicle from your draw deck or discard pile.
Each [Imperial] minion bearing a vehicle is strength +1.
It’s the beauty of the battles that I love—the choreography and the challenge of executing everything just right—and the challenge of matching your wits against a capable opponent.
2R14

4 •Grand Admiral Thrawn, Genius [Imperial]
Minion • Chiss
Str:8
Vit:4
Site:4
This minion cannot participate in crossfire or skirmish’s.
Regroup: While you can spot a [Rebel] companion you may discard two other minions to take control of a site.
While you can spot [Jedi] Companion each Jedi is strength -1.
While you can spot a [Criminal] Companion the Alliance crossfire total is -3.
Learn about a species art captain....When you understand a species’ art you understand that species....and how to defeat it
2R15

1 Master Race [Imperial]
Event • Skirmish
Make an [Imperial] minion strength +2 (or strength +4 and damage +1 when skirmishing a non-human companion)
It wasn’t long before the largely human imperial hierarchy began showing it’s xenophobic side
2C16

2 Master Tactician [Imperial]
Condition • Support Area
Response: if an [Imperial] minion is about to take a wound you may exert Grand Admiral Thrawn to prevent that.
Regroup: Discard this condition to return grand Admiral Thrawn to your hand from your discard pile.
This one is constantly thinking, analyzing, strategizing
2R17

3 Noghri Assassin [Imperial]
Minion • Noghri
Str:4
Vit:2
Site:3
Damage +1
This minion is strength +1 for each Noghri you can spot.
The Noghri may be small but underestimate them at your Peril
2U18

4 •Rawc, Thrawns Bodyguard [Imperial]
Minion • Noghri
Str:8
Vit:3
Site:3
Damage +1
Rawc is strength +1 for each Noghri you can spot
Regroup: Discard Rawc to return Grand Admiral thrawn to your hand.
Rawc was Thrawn’s ever present, ever menacing, bodyguard
2U19

4 •Stormtrooper Captain [Imperial]
Minion • Human
Str:8
Vit:3
Site:4
Skirmish: Exert this minion and spot a site you control make an [Imperial] minion strength +2.
The highly trained Stormtrooper officers kept their young charges in check
2U20

3 Stormtrooper Guard [Imperial]
Minion • Human
Str:7
Vit:2
Site:4
While you can spot 2 sites you control this minion cannot take wounds apart from in skirmishes involving it.
The resolute Stormtrooper guard squads were hard to shift once they had taken up a position
2C21

3 Stormtrooper Recruit [Imperial]
Minion • Human
Str:7
Vit:2
Site:4
While you can spot 2 sites you control this minion is strength +3.
The dominance and might of the Imperial army gave confidence to the raw recruits
2C22

8 Stormtrooper Regiment [Imperial]
Minion • Human
Str:12
Vit:4
Site:4
Damage +1
Skirmish: Remove 2 and spot two sites you control to make this minion strength +2.
Skirmish: Remove 2 and spot three sites you control to make this minion fierce.
Regroup: Discard this minion and spot four sites you control to take control of a site.
2R23

2 The New Order [Imperial]
Event • Regroup
You may spot six sites you control and discard three [Imperial] minions to corrupt the Apprentice.
A New Order has risen, an order of stability and order and....peace
2R24
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:28 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Jedi

2 •Agen Kolar, Jedi Master [Jedi]
Companion • Zabrak
Str:6
Vit:3
Res:7
Jedi
Regroup: Exert Agen Kolar to place up to two cards from your discard pile underneath your draw deck.
Agen Kolar was one of the Jedi Masters who went to arrest Chancellor Palpatine with Mace Windu
2R25

2 •Anakin, Bearer of Great Expectation [Jedi]
Companion • Human
Str:6
Vit:4
RRes:4
Destined Jedi Duelist
Damage +1
Anakin in Resistance +1 for each [Jedi] or [Republic] Companion you can spot.
While Anakin is the Apprentice every time he takes a wound you must add a burden.
I will become more powerful than any Jedi
2R26

1 And Short Enough It Was [Jedi]
Event • Skirmish
Make a Jedi strength +2 (or +5 if skirmishing a [sith] minion)
Your reign Emperor is at an end
2U27

2 Born For Greatness [Jedi]
Condition
Training 3 (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.)
Bearer must be Anakin Skywalker.
When training is complete bearer is strength +2 and damage +1.
He was born for this......
2R28

1 Breakthrough [Jedi]
Event • Maneuver
Exert a Jedi to remove a token from a training condition.
There came a day in every Padawan’s training where something clicked and everything fell into place
2C29

2 Defenders of Peace [Jedi]
Event • Maneuver
Spot three Jedi to make a Jedi defender +1 until the regroup phase.
They were the defenders of peace...
2C30

2 •Even Piell, Jedi Master [Jedi]
Follower
Str:+2
Aid- Add a burden (or two burdens if being transferred to a non-Jedi companion)
Bearer is Damage +1
Even Piell was a fierce and noble Jedi, skilled more than most in the martial arts
2R31

1 Guardians of Justice [Jedi]
Event • Skirmish
Spot three Jedi to make a Jedi damage +1
...and justice in the galaxy
2C32

1 Honour [Jedi]
Event • Alliance
Spot three Jedi to remove a threat and heal a companion.
A Jedi has honour he does not lower himself to the galaxies petty squabbles but looks for a compromise
2C33

2 Ithorrian Knight [Jedi]
Companion • Ithorrian
Str:6
Vit:3
Res:6
Jedi
Each time the Alliance player plays an event in a skirmish involving this character make this character strength+1.
The Ithorrians were innately peaceful and spiritual
2C34

3 •Jedi General [Jedi]
Companion • Weequay
Str:7
Vit:3
Res:7
Jedi
Skirmish: Exert this character to make a clone strength +2.
Each time a clone wins a skirmish you may heal this character.
The Jedi led their clone units well despite never being trained as Generals
2U35

3 •Jedi Holocron [Jedi]
Artfact • Holocron
To play this Artifact exert a Jedi
Plays to your Support Area
When you play this Artifact you may add two [Jedi] tokens here.
Fellowship: Remove a token here to take the bottom card of your draw deck into hand.
The Holocron’s were ancient devices used to hold the ancient knowledge of the Jedi
2R36

2 Jedi Starfighter Ace [Jedi]
Companion • Human
Str:6
Vit:3
Res:6
Jedi
While bearing a vehicle this companion is strength +2.
The Jedi starfighter forces were small but with the force on their side they were deadly
2U37

1• Jocasta Nu, Jedi Archivist [Jedi]
Follower
Res: +1
Aid- Exert a [Jedi] Companion
Each time Jocast Nu is transferred to a companion you may reinforce a token on a holocron.
Jocasta Nu was the strict but wise archivist of the Jedi order and the keeper of the Holocrons, both jedi and Sith
2R38

1 Justice [Jedi]
Condition • Support Area
Each time a Dark Side card adds a threat you may exert a Jedi and add to prevent that.
We will stand for justice no matter the danger
2U39

3 •Ki-Adi Mundi, Jedi Master [Jedi]
Companion • Cerean
Str:7
Vit:3
Res:7
Jedi
Regroup: Exert Ki-Adi Mundi to reveal the top 5 cards of your draw deck you may choose to discard up to three cards and take up to three cards into hand. Place any remaining cards on top of your draw deck.
Ki-Adi Mundi was one of the most respected members of the Jedi high Council and was also one of it’s most vocal
2R40

3 •Kit Fisto, Jedi Master [Jedi]
Companion • Nautolan
Str:7
Vit:3
Res:7
Jedi
Skirmish:
Exert Kit Fisto to make him strength +1 for each [Jedi] Condition you can spot.
Kit Fisto the Nautolan Master was a supreme fighter who took his strength and confidence from a mastery of the force
2R41

1 •Lightsaber Instructor [Jedi]
Follower
Str:+1
Aid- Add 2
Each time bearer wins a skirmish you may remove a token from a training condition.
The Lightsaber instructors at the temple took on extra importance during the 3 years of the clone wars
2C42

2 Lightsaber Training [Jedi]
Condition
Bearer must be a [Jedi] companion
Training 5 (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.)
When training is complete bearer gains duelist
2U43

3 •Oppo Rancisis, Jedi Master [Jedi]
Companion • Thisspian
Str:4
Vit:4
Res:7
Jedi
Each Duelist companion is Strength +2.
Skirmish: Exert Oppo Rancississ twice to make it so he cannot be overwhelmed unless his strength is tripled.
Oppo Rancississ was a master of tactics and strategy, with skilled Jedi to command his armies were a force to be reckoned with
2R44

3 •Plo Koon, Jedi Master [Jedi]
Companion • Kel Dor
Str:7
Vit:3
Res:7
Jedi
When you play Plo Koon you may play a vehicle on him from your Draw Deck.
Each time a [Jedi] Vehicle is discarded you may exert Plo Koon to shuffle that vehicle into your Draw Deck instead.
Plo Koon was a master pilot who piloted his own custom Jedi starfighter with distinctive blue and white stripes
2R45

2 •Saesee Tinn, Jedi Master [Jedi]
Companion
Str:6
Vit:3
Res:7
Jedi
Each time you play a [Jedi] vehicle you may heal a companion.
Skirmish: Exert Saesee Tinn to make a [Jedi] companion bearing a vehicle strength +3.
Saesee Tinn commanded the Jedi starfighters against the confederate fleets
2R46

2 •Shaak Ti, Jedi Master [Jedi]
Follower
Str:+X
Aid- Exert a Jedi
X is how many [Jedi] cards you have in your hand.
Shaak Ti was one of the Jedi who defended Chancellor Palpatine against the Confedrate Commander, General Grievous
2R47

1 Take mind of the Moment [Jedi]
Event • Skirmish
Make a Jedi Strength +2 [or +4 if the Alliance has moved only once this turn]
Keep your thoughts on the here and now where they belong
2U48

2 •The Living Force [Jedi]
Condition
Bearer must be a Jedi
Response: Each time a Force Power is played you may exert bearer to make him or her strength +2 and damage +1 until the regroup phase.
The ways of the Living Force are beyond our understanding...But Fear not. You are in the hands of something much greater and much better than you can imagine.
2R49

2 •The Redeeming Force [Jedi]
Condition
Bearer must be a Jedi
Response: Each time bearer wins a skirmish you may remove a burden.
There is still some good in You
2U50

1 There is No Try [Jedi]
Event • Alliance
Exert a Jedi to take a Force Power into hand from your discard pile and remove a token from a training condition.
Do....or do not...
2R51

2 •The Unifying Force [Jedi]
Condition
Vit: +1
Alliance: Exert Bearer to discard any number of cards from the top of your draw deck. You may heal a companion for every [Jedi] card revealed.
If stopped for a moment to listen to the unifying Force, see what was coming you might have
2R52

1 • Yaddle, Jedi Master [Jedi]
Follower
Aid- Exert a Jedi
Skirmish: Discard a card from hand to make bearer strength +1 (limit 3).
The Jedi Master Yaddle was a younger mamber of the same species as Yoda, she was also the master of the forbidden art of Morichro
2U53

1 •Yareeal Poof, Jedi Master [Jedi]
Follower
Res:+1
Aid- Add 2
When you transfer Yareeal Poof to a Companion you may remove a threat.
Yareeal Poof was a member of the Jedi Council when Qui-Gon Jinn brought a young Anakin Skywalker before the Council
2U54

1 Zabrak Padawan [Jedi]
Companion • Zabrak
Str:5
Vit:3
Res:6
Each time you remove a token from a training born by this companion you may make it strength +1 until the end of the turn.
There was a long tradition of Zabrak Jedi
2C55
Last edited by Turin06 on Thu Jan 18, 2007 4:17 pm; edited 1 time in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:32 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Rebel

3 •Bail Organa, Alliance Founder [Rebel]
Companion • Human
Str:4
Vit:4
Res:8
Bail Organa’s twilight cost is -1 for each [Rebel] companion you can spot.
Skirmish: Exert Bail to prevent him being overwhelmed unless his strength is tripled.
Regroup: Exert Bail Organa to heal a a companion.
Bail Organa was one of the founding members of the Rebel Alliance
2R56

1 Bothan Spy [Rebel]
Follower
Aid- Exert a [Rebel] companion.
When you transfer this to a companion you may discard a card at random from the dark side player’s hand.
Many Bothans died to bring us this information
2U57

1 •Determination [Rebel]
Condition • Response
If a [Rebel] companion takes a wound make that companion strength +1 until the regroup phase.
For each defeat they became more and more determined
2C58

2 •Hope Endures [Rebel]
Condition • Support Area
To play, spot two [Rebel] companions.
Each time a threat is added you may heal a [Rebel] companion.
Even in the darkest moments we struggled on
2U59

3 •Mon Mothma, Alliance Founder
Companion • Chandrillan
Str:4
Vit:4
Res:8
Mon Mothma’s twilight cost is -1 for each [Rebel] companion you can spot.
Skirmish: If Mon Mothma is not assigned to a skirmish exert her twice to make another [Rebel] companion strength +X where X is her resistance.
2R60

1 •Our Last Hope [Rebel]
Condition
Res:+1
Bearer must be Luke
Each time he is assigned to a skirmish you may remove a burden. The Dark Side player may discard two cards from hand to prevent it.
That boy is our Last hope….
2R62

2 Stealth [Rebel]
Condition • Support Area
If an opponent is about to discard a [Rebel] vehicle you may discard this condition to prevent that.
2C62

1 The Oppressed [Rebel]
Event • Regroup
Exert a non-human companion and add a threat to liberate a site.
Sometimes over zealous Imperial Governors eager to please the Emperor persecuted their no-human populace to the extent that the whole species rose up against them
2R63

1 •There is Another [Rebel]
Condition
Res:+2
Bearer must be Leia.
While you can spot a Jedi she is strength +3.
.....no there is another
2R64

2 Rebel Marksmen [Rebel]
Companion • Sullustan
Str:5
Vit:3
Res:6
Long Range
This companion is strength +1 while skirmishing a wounded minion.
The Rebel marksmen took there positions covering the door
2C65

2 Rebel Recruit [Rebel]
Companion • Human
Str:5
Vit:3
Res:6
This companion is strength +2 while skirmishing a wounded minion.
Skirmish:Exert this companion to wound a minion he is skirmishing.
The Alliance could not afford long training for their young recruits, they were trained in the field
2C66
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:35 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Republic

3 •Bacara, Clone Commander [Republic]
Companion • Clone
Str:7
Vit:3
Res:6
While in your starting Alliance, Bacara’s twilight cost is -1
Each time a [Republic] Clone wins a skirmish you may exert a minion.
Skirmish: Exert Bacara to wound a minion skirmishing a [Republic] clone (Limit 1).
2R67

2 •Boss, Republic Commando [Republic]
Companion • Clone
Str:6
Vit:3
Res:6
Delta
While you can spot three other Delta companions Boss’s twilight cost is -1.
Each Delta Companion is strength +2.
He liked to lead by being first
2R68

2 •Delta Squad [Republic]
Condition • Support Area
While you can spot Boss, Sev, Scorch and Fixer each of them is strength +1.
On their own they were just like any other clone. But together........together they unstoppable
2C69

1 Duty First [Republic]
Event • Skirmish
Make a [Republic] companion strength +2 (Or strength +4 if that companion is a delta)
Duty to the Republic and the Chancellor came before all else
2C70

0 Endless Fire [Republic]
Event • Crossfire
Spot a clone and add a threat to make the Alliance crossfire total +1.
The clone’s poured fire into the droid ranks
2R71

1 •Fixer, Republic Commando [Republic]
Companion • Clone
Str:5
Vit:3
Res:6
Delta
Each Delta companion skirmishing a droid is strength +1.
Skirmish: Exert Fixer to wound a droid he is skirmishing.
Watch the master at work
2U72

1 •Sev, Republic Commando [Republic]
Companion • Clone
Str:5
Vit:3
Res:6
Delta Long Ranged
Exert this Companion to add 1 to the crossfire total.
Skirmish: If this companion is not assigned to a skirmish you may exert him to wound a minion skirmishing a Delta companion.
Boss, hold on to your guts while I rip out theirs
2U73

1 •Scorch, Republic Commando [Republic]
Companion • Clone
Str:5
Vit:3
Res:6
Delta Damage +1
Maneuver: Exert Scorch to wound a minion.
Skirmish: Exert Scorch to make a Delta companion damage +1
If we’re all clones, how come I’m the only one with a sense of humor?
2U74
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:37 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Confederacy

2 A More Secure Solution [Confederacy]
Event • Dark Side
Exert a Seperatist to change the Alliance’s current site with one from your adventure path.
Darth Sideous wishes me to move you to a more secure location
2U75

2 Battle Droid Controller [Confederacy]
Minion • Niemoidien
Str:4
Vit:2
Site:4
Lurker
Each time a [Confederacy] droid wins a skirmish you may make another droid strength +1 until the regroup phase.
The Battle Droid controllers kept the tide crashing against the waiting Gungan’s
2C76

8 • Battle Droid Legion [Confederacy]
Minion • Droid
Str:16
Vit:4
Site:4
Droid
Toil 3
They came in their Legions............seeming to be unending
2R77

1 Constant Fire [Confederacy]
Event • Crossfire
Remove a threat to make the Dark Side crossfire total +2.
In their massed ranks the confederate forces could keep up a constant rate of suppressing fire
2C78

0 • Never Ending Numbers [Confederacy]
Condition • Support Area
Dark Side: Remove a threat to play a droid, that droid’s twilight cost is -1.
The constant stream of droids eventually broke the gungan ranks
2U79

2 Sea of Metal [Confederacy]
Condition • Support Area
Each time you play a Droid you may add a threat.
The huge show of strength struck fear into the Republic forces
2C80

0 Thousands of Battle Droids [Confederacy]
Condition • Support Area
To Play exert a [Confederacy] minion
Dark Side: Discard this condition to play a minion from your discard pile. It’s twilight cost is -1.
On the fifth level….thousands of Battle Droids
2R81

3 You Fool [Confederacy]
Condition • Support Area
Dark Side: Exert General Grievous twice to add up to nine threats.
Regroup: Discard a droid for each threat you can spot.
You Fool....I have been trained in your jedi arts by Count Dooku
2R82
Last edited by Turin06 on Thu Jan 18, 2007 9:49 am; edited 1 time in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:50 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Sith

9 •Bane, Dark Lord of the Sith [Sith]
Minion • Human
Str:12
Vit:4
Site:5
Fierce Damage +1
While you can spot no more than one other minion, Bane is strength +3 and cannot take wounds except during skirmishes.
Regroup: Discard a [Sith] minion to add a burden.
I am the Dark Lord who will restore the Sith to glory. They call me Bane
2R83

2 Blinded by Arrogance [Sith]
Event • Skirmish
Make a [Sith] skirmishing a Jedi strength +4.
I have waited a long time for this, my little green friend.
2U84

1 Cold and Cruel [Sith]
Condition • Support Area
To Play spot a [Sith] minion
Each time a companion is killed in a skirmish involving a [Sith] minion you may heal a minion.
Good, Anakin, good. Kill him. Kill him now.
2U85


1 Corrupted [Sith]
Event • Skirmish
To play, spot a [Sith] minion. The Alliance player may heal any number of companions. Add a burden for each companion healed in this way.
The dark side is a pathway to many abilities some consider to be unnatural
2C86

2 Dark Designs [Sith]
Event • Dark Side
Exert a Sith minion to force the Alliance player to reveal three cards at random from hand. The Alliance player must then discard one of the revealed cards.
Not through war and might will we destroy the Jedi but through secrecy and by the slow poison of corruption
2C87

6 •Freedon Nadd, Long Dead Sith Lord [Sith]
Minion • Ghost
Str:12
Vit:3
Site:4
Enduring
Each time Freedon Nadd is exerted you may exert another [Sith] Ghost.
Freedon Nadd was a great Sith Lord whose spirit was trapped in the Sith crypts on onderon. It was there, thousands of years after he died that he corrupted Exar Kun
2R88

8 •Ghosts of Lords Long Dead [Sith]
Condition • Support Area
Toil 2
Each time you play a [Sith] ghost you may place a token here.
Regroup: Remove two tokens from here to add a burden, the Alliance player may exert the apprentice to prevent it.
Many Jedi were seduced to the dark side by the lingering spirits of dead sith
2R89

5 •High Inquisitor Tremayne, Vain Darksider [Sith]
Minion • Human
Str:11
Vit:3
Site:5
Inquisitor

When you play this minion you may name a culture. The Alliance player must then reveal their hand. Tremayne is strength +1 until the end of the turn for each card of this culture revealed.
The procedure is, regrettably, quite painful. Wouldn’t you rather talk to me now?
2R90

3 Imperial Inquisitor [Sith]
Minion • Human
Str:8
Vit:3
Site:5
Inquisitor
When you play this minion you may exert it to make the free peoples player discard a card from hand.
Under the control of Darth Vader, these Inquisitors were considered the highest ranking of the Dark Side Adepts, outranking the Emperor’s Hands
2C91

1 Inquisitorius [Sith]
Condition
To Play exert a [Sith] minion.
Plays on a companion.
Each time bearer loses a skirmish to an Inquisitor the Alliance player must discard two cards of their choice from hand.
The Inquisitorius was a secret division of Imperial Intelligence consisting of dark side Force-sensitive agents known as Inquisitors, or truth officers
2R92

6 •Ja’ce Yiaso, Grand Inquisitor [Sith]
Minion • Zabrak
Str:12
Vit:4
Site:5
Inquisitor Fierce
Each time this minion wins a skirmish the Alliance player must discard the top two cards of their draw deck.
If the Alliance player has no cards in his or her draw deck the Alliance player may not assign this minion to a skirmish.
Ja’ce Yiaso was the head of the Inquisitorius in the period directly following the battle of Yavin. He was therefore the third most powerful force user in the Galaxy under the two Sith Lords
2R93

5 •Jerec, Inquisitor [Sith]
Minion • Miraluka
Str:9
Vit:3
Site:5
Inquisitor
While you have initiative Jerec is strength +5 and fierce.
His heavy brow overshadows the empty recesses that normally embrace eyes. Jerec has the uncanny power to absorb and overshadow one’s connection to the Force... like a dark cloud
2R94

2 Malevolence [Sith]
Condition • Support Area
Response: If your [Sith] minion wins a skirmish, transfer this condition from your support area to the losing companion. Each time this companion takes a wound the Alliance player must discard a card from hand.
Now, young Skywalker, you will die
2U95

7 •Nihilus, Dark Lord of the Sith [Sith]
Minion
Str:12
Vit:5
Site:5
Enduring Lurker
Each time Nihilus takes a wound outside of a skirmish involving him you may add a burden.
Each time a [Sith] minion wins a skirmish you may exert Nihilus.
He is a wound in the Force, more presence than flesh, and in his wake life dies… sacrificing itself to his hunger
2R96

1 Only Now Do You See [Sith]
Event • Regroup
Exert a [Sith] minion to add a burden.
It is unavoidable. It is your destiny. You, like your father, are now mine
2C97

1 •Peace is a Lie [Sith]
Condition • Support Area
If a companion heals at a sanctuary discard this condition to play a [Sith] minion from your discard pile, its twilight cost is -2.
Peace is a lie, there is only passion
2C98

1 Rage [Sith]
Event • Skirmish
Exert a Sith to make them strength +3 (or +4 if skirmishing a Jedi)
Maul grew to have no emotions aside from bloodlust and rage
2U99

5 •Sion, Dark Lord of the Sith [Sith]
Minion • Human
Str:12
Vit:4
Site:5
Enduring
Each time Sion exerts or takes a wound you may choose to exert him again.
While Sion is exhausted he may not take wounds.
I can die a hundred times, Exile, and still I will rise again, as strong as before
2R100

4 Sith Apparition [Sith]
Minion • Ghost
Str:7
Vit:3
Site:4
Enduring
The crypts of Korriban and Onderon were filled with the spirits of dead sith
2C101

2 •Sith Apprentice [Sith]
Minion • Muun
Str:6
Vit:2
Site:5
While you can spot four burdens this minions twilight cost is -1.
Sith appentices were taken at a young age and indoctrinated against the Jedi
2U102

3 Sith Assassin [Sith]
Minion • Mirauluka
Str:7
Vit:3
Site:5
Damage +1
While you can spot four burdens this minions twilight cost is -1.
Or is it the ways of darkness and shadow you seek, the power that comes from striking unseen and sensing weaknesses in your enemies?... the ways of the assassins of the Sith
2U103

5 Sith Ghost [Sith]
Minion • Ghost
Str:10
Vit:3
Site:4
Toil 2 Enduring
The Sith Legacy was passed down through the lingering spirits of it’s dead masters
2C104

2 •Sith Holocron [Sith]
Artifact • Holocron
Str:+1
Vit:+1
Bearer must be [Sith] Minion
Sith holocrons were immediately identifiable with respect to Jedi holocrons, as they were usually pyramidal in shape, and etched with strange symbols and ancient hieroglyphs.
2U105

1 Sith Lightsaber [Sith]
Possession • Hand Weapon
Str:+2
Lightsaber
While you can spot four burdens bearer gains duelist
I hear the twin blades are harder to master, but they can make enemies stampede over each other running for cover
2U106

4 Sith Master [Sith]
Str:9
Vite:3
Site:5
Duelist
While you can spot four burdens this minion is fierce
What is thy bidding, my master?
2U107

3 •Sith Spirit [Sith]
Minion • Ghost
Str:5
Vit:4
Site:4
Enduring
The Sith lords were terrible and powerful even in death
2C108

3 Sith Warrior [Sith]
Str:7
Vit:3
Site:5
While you can spot four burdens this minion is strength +3 and damage +1
Is it battle that stirs you, to meet an enemy blade upon blade? Such is the way of the greatest of the Sith Warriors, who seek strength in war... and in rage
2U109

2 The Force Shall Free Me [Sith]
Condition • Support Area
To Play spot a [Sith] minion.
Skirmish: Discard this card to make a [Sith] minion strength +1 for each of the following cards that are in your discard pile: Through Passion I Gain Strength, Through Strength I Gain Power, Through Power I Gain Victory and Through Victory, my Chains are Broken. Remove these cards from the game.
...The Force Shall Free Me
2R110

3 •The Holocron of Darth Bane [Sith]
Artifact • Holocron
Bearer must be a [Sith] minion.
Dark Side: Remove a copy of Bane from the game to play this artifact from your discard pile.
Regroup: Discard bearer to add a burden.
Darth Bane’s Holocron was one of the holocron’s in the possession of Darth Krayt in the year 137 ABY
2R111

3 •The Holocron of Darth Nihilus [Sith]
Artifact • Holocron
Bearer must be a [Sith] Minion.
Bearer is Enduring
Dark Side: Remove a copy of Nihilus from the game to play this artifact from your discard pile.
At some point before the Battle of Telos IV, Darth Nihilus made a holocron that eventually fell into the hands of Darth Krayt millennia later
2R112

2 •The Rule of One [Sith]
Condition • Support Area
While any player can spot more than 1 minion, discard this condition.
[Sith] minions cannot take wounds (except during skirmishes involving them).
Each [Sith] minion is fierce, strength +3, damage +1 and gains duelist.
Instead of two there is now only one—the Sith Order itself. I have recreated the Sith, Lord Bane, as you once did. I have given it a purpose. For what use is power without one?
2R113

2 •The Rule of Two [Sith]
Condition • Support Area
While any player can spot more than 2 minions, discard this condition
[Sith] minions cannot take wounds (except during skirmishes involving them).
At the start of the maneuver phase, you may make a [Sith] minion gain lurker until the regroup phase. That minion is strength +1 for each companion not assigned to a skirmish.
Always two there are a Master and an Apprentice
2R114

2 Thirst for Revenge [Sith]
Event • Skirmish
If a [Sith] minion loses a skirmish you may make it strength +2 and fierce until the regroup phase.
Long they plotted their revenge until it was all they could think about
2C115

1 Through Passion I Gain Strength [Sith]
Event • Skirmish
Exert a Sith to make it strength +2 and damage +1 until the regroup phase.
When you play this event you may exert a [Sith] minion to take Through Strength I Gain Power into hand from your draw deck or discard pile.
Through Passion I gain Strength.....
2R116

1 Through Power I Gain Victory [Sith]
Event • Regroup
Discard a Fierce [Sith] minion to add a burden, the free peoples player may exert two companions to prevent this.
When you play this event you may take Through Victory, My Chains are Broken into hand from your draw deck or discard pile.
......Through power I gain Victory....
2R117

1 Through Strength I Gain Power [Sith]
Event • Response
If a [Sith] minion wins a skirmish you may exert that minion to make it Fierce until the regroup phase.
When you play this event you may take Through Power I Gain Victory into hand from your draw deck or discard pile.
....Through Strength I gain Power.....
2R118

3 Through Victory, My Chains are Broken [Sith]
Event • Regroup
Discard a [Sith] minion to force the Alliance player to move again if the move limit allows.
...Through Victory, My Chains are Broken.....
2R119

1 Trapped Souls [Sith]
Event • Dark Side
Play a [Sith] Ghost from your discard pile.
Their dark souls found no peace in death
2C120

4 •Traya, Dark Lady of the Sith [Sith]
Minion • Human
Str:8
Vit:4
Site:5
Lurker
Each time a [Sith] minion wins a skirmish you may exert a companion and add a threat.
Know that there was once a Darth Traya. And that she cast aside that role, was exiled, and found a new purpose. But there must always be a Darth Traya, one that holds the knowledge of betrayal. Who has been betrayed in their heart, and will betray in turn.
2R121
Last edited by Turin06 on Thu Jan 18, 2007 4:39 pm; edited 2 times in totalBetween the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:56 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Yuuzhan Vong

1 Coufee [Yuuzhan Vong]
Posession • Hand Weapon
Str:+1
Bearer must be a [Yuuzhan Vong] minion.
This posession may be born in addition to one other hand weapon.
Bearer is damage +1
A coufee was a slightly curved double-edged dagger used by the Yuuzhan Vong in close-quarters combat
2C122

1 Fanatical Hatred [Yuuzhan Vong]
Event • Dark Side
Exert two Priests (Or three [Yuuzhan Vong] Minions) and spot a Jedi to make all Yuuzhan Vong minions Strength +1 and Damage +1 until the regroup phase.
We will destroy the jeedai
2R123

4 •Harrar, priest of Yun Harla [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:8
Vit:3
Site:4
priest lurker
This minion is strength +1 for each priest you can spot.
Maneuver: Exert Harrar to make a Yuuzhan Vong minion lose or gain lurker until the regroup phase.
Yun-Harla is said to reserve her most cunning tricks for those most devoted to her
2R124

2 Honour in Death [Yuuzhan Vong]
Condition • Support Area
To play exert a Yuuzhan Vong
Each time a Yuuzhan Vong is discarded you may make a Yuuzhan Vong minion strength +1 until the regroup phase.
Surrender was not an option for the Warrior caste, and to retreat was a sign of cowardice
2C125

1 •Mutilation [Yuuzhan Vong]
Condition • Support Area
To Play exert a Yuuzhan Vong
Skirmish: Exert a [Yuuzhan Vong] minion to make that minion strength +2.
In honor of Yun-Yammka, the God of War and their patron deity, the Warriors would sacrifice body parts, scar, and tattoo themselves
2C126

4 •Nen Yim, Heretical Shaper [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:8
Vit:4
Site:6
This minion cannot participate in skirmishes.
Manuever: Discard another [Yuuzhan Vong] minion to discard a condition.
Manuever: Discard another [Yuuzhan Vong] minion to discard a posession.
My joy comes in understanding. You’re right—if I could take the universe apart and put it back together, I would
2R127

2 •Onimi, Hidden Overlord [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:5
Vit:4
Site:4
lurker
Companions skirmishing Onimi cannot use skirmish special abilities.
Onimi is strength +1 for each wounded companion.
Each time Onimi wins a skirmish the Alliance player must wound a companion
The toxins that Onimi secreted from his pores paralysed his enemies and left them helpless to this hidden menace
2R128

3 Priest of Yun Yammka [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:6
Vit:2
Site:4
priest lurker
Skirmish: Exert this minion to make a Yuuzhan Vong damage +1 until the regroup phase
The priests of Yun Yammka made sure the Warriors kept their fanaticism for slaying the infidels
2U129

3 Priest of Yun Yuuzhan [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:6
Vit:3
Site:4
priest lurker
Maneuver: Exert this minion to heal another Yuuzhan Vong minion
The priests of Yun Yuuzhan were well respected in Yuuzhan Vong society, they were the path to the creator
2U130

2 Shaper Adept [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:5
Vit:3
Site:5
If this minion is discarded you may make a Yuuzhan Vong strength +1 until the regroup phase.
Adepts would be often continue to work with their Masters after their escalation, until they themselves were escalated to Master Shaper
2C131

3 Shaper Master [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:7
Vit:3
Site:5
If this minion is discarded you may make a Yuuzhan Vong damage +1 until the regroup phase.
Once an adept was escalated to Master, they would sacrifice one—or both—of their hands, and replace them with Shaper Hands
2U132

3 Slayer Captain [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:9
Vit:3
Site:6
Slayer Damage +1
Skirmish: Exert this minion to make a Slayer strength +2.
The Slayers were a deadly Yuuzhan Vong elite, created at the end of the invasion to protect Supreme Overlord Shimrra and fight the Jedi Knights
2U133

2 Slayer Warrior [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:7
Vit:3
Site:6
Slayer Damage +1
Skirmish: Exert this minion to make it strength +1.
They are more vonduun crab than Yuuzhan Vong.
2C134

5 •Slayer Squad [Yuuzhan Vong]
Minion • Yuuzhan Vong
Str:12
Vit:4
Site:6
Slayer Fierce Damage +1
Each time a Slayer exerts you may make this minion strength +1 until the regroup phase.
To prove the Force a farce indeed,
Shimrra’s will the shapers heed;
Birthing troops of mingled caste
Great Nas Choka they will outlast!

2R135
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Turin06
Posted: Wed Jan 17, 2007 12:58 pm
Joined: 24 Oct 2006 Posts: 197 Location: Good Question
Site

2 Jedi Temple Hanger [Site]
Military
Alliance:
Exert a Jedi to play a [Jedi] Vehicle from your draw deck.
2C136

0 Jedi Temple Meditation Room [Site]
When you move to this site you may heal each Jedi who has 6 resistance or more and exert each other Jedi
2C137

1 Shimmra’s Throne Room [Site]
Battleground
Every minion who is damage +1 is strength +2
2U138

1 The Crypts of Korriban [Site]
Dark Side: Discard two dark side cards from hand to play a [Sith] minion from your discard pile.
2U139


2 The Valley of the Jedi [Site]
Each Companion is strength +1 for each Jedi in the dead pile
2U140
Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow

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