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Author Topic: [DEFUNCT] SW/LotR Project. Please ignore this but also don't hate me for clutter  (Read 92668 times)

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June 28, 2011, 10:30:06 PM
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menace64

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The Star Wars Block
    01 Star Wars (Click here to view the card list!)
    • The first set! Introduces the cultures (Fringe, Imperial, Jedi, Rebellion, Sith, Tatooine) and sets the stage for later developments. Innovations include the Creature deck and Force Rares.
    02 A Few Maneuvers (Click here to view the card list!)
    • Starships! Just like artifacts were held off from the first set in LotR, starships are an advanced card type that can change the nature of your entire game.
    03 The Death Star
    • The Death Star finally makes its appearance in the game (since we're pretending that A New Hope just came out). The Sith culture gets starships of its own.

    The Empire Block
    04 The Empire Strikes Back
    • Introducing the Bespin culture! Speeders, Snowtroopers, new creatures and - of course - Imperial Walkers!
    00 Star Wars Anthology
    • A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
    05 Hunters and Heroes
    • The long-awaited appearance of Yoda and the gang of Vader's bounty hunters, H&H brings new tools and weapons to both sides of your deck! New tools of the Sith make corrupting the Apprentice even easier.
    00 Star Wars Box Set: A New Hope
    • A limited-edition collector's item, featuring 10 all-new cards, most with images custom-designed by Industrial Light and Magic. This box set brings older cultures up to date and promises to keep the game fresh and exciting.
    06 Shadows of the Empire
    • Based on the new ("new") and bestselling novel and games of the same name, this set explores the seedy underbelly of the galaxy, showing off such classic characters as Xizor and Dash Rendar.

    The Jedi Block
    07 Return of the Jedi
    • Enter the Ewoks! Don't fall prey to Jabba and his horde of ruffians!
    00 Empire Strikes Back Anthology
    • A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
    08 Sentry Moon
    • Now the Rebellion takes the fight to the Empire. New subcultures for both the Imperial and Rebellion cultures based around the jungle-world of Endor, along with powerful new cards for all the cultures.
    00 Star Wars Box Set: Empire Strikes Back
    • A limited-edition collector's item, featuring 10 all-new cards, most with images custom-designed by Industrial Light and Magic. This box set brings older cultures up to date and promises to keep the game fresh and exciting.
    09 Reflections
    • Introducing Alternate Apprentices! Along with new, rare artifacts and special characters from every culture and across all 3 movies - and with brand-new images designed by Industrial Light and Magic specifically for Star Wars TCG - this is a set you don't want to miss!
    10 The Power of the Dark Side
    • Emperor Palpatine - at long last - makes his debut, bringing with him a slew of Sith minions and powerful cards! The climatic battle above Endor brings a sense of closure to this game!
    00 Return of the Jedi Anthology
    • A collection of 18 reprints from the previous block, re-written in the flowing script of Aurebesh, along with booster packs of each of the 3 sets in the block, this anthology is a great introduction to the game for players new and old, and is a sought-after prize for collectors.
    11 The True Nature of the Force
    • An all-inclusive, commemorative box set featuring 40 premium-level cards found nowhere else in the game, this set hails the end of Star Wars TCG, embracing the favorite aspects of an amazing journey! New versions of favorite characters - along with new cards featuring images designed by Industrial Light and Magic - this set is a must-have for any player or collector!

    I've already created cardlists for each of the 9 primary sets, developing mechanics and themes along the way, generally getting a feel for the progression of the game in much the same way as LotR TCG evolved and expanded. I pretended that these sets released as the Star Wars films hit theatres (just like LotR!), so major plot points were saved for expansions, and characters like Yoda and the Emperor missed the base sets entirely.[/list]
    « Last Edit: November 20, 2012, 11:01:06 PM by menace64 »

    June 29, 2011, 03:00:50 AM
    Reply #1

    Thranduil

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    Re: Here's an old idea, but I'm taking another crack at it.
    « Reply #1 on: June 29, 2011, 03:00:50 AM »
    I'll review anything (eventually)! :)

    Thran

    June 30, 2011, 04:49:47 PM
    Reply #2

    TheJord

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    Re: Here's an old idea, but I'm taking another crack at it.
    « Reply #2 on: June 30, 2011, 04:49:47 PM »
    I have considered toying with the Star Wars TCG/LotR style crossover, but I know you did one on CC so I didn't want to compete.

    I have also considered a Harry Potter crossover. Seems viable...
    "The rule of Gondor is mine!"

    July 28, 2011, 07:57:27 AM
    Reply #3

    sickofpalantirs

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    Re: Here's an old idea, but I'm taking another crack at it.
    « Reply #3 on: July 28, 2011, 07:57:27 AM »
    Harry Potter would be cool.  Instead of Ring-bearers you could have Prophecy bearers, and you could have Neville or Harry  :).

    But to stop Hijacking your thread menace, I would be quite interested in reviewing Star Wars cards again.
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    August 06, 2011, 05:49:00 PM
    Reply #4

    menace64

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    Re: Here's an old idea, but I'm taking another crack at it.
    « Reply #4 on: August 06, 2011, 05:49:00 PM »
    Here's the complete cardlist of the first set (aptly named Star Wars). I'll follow-up either tonight or tomorrow with a detailed description of how the cultures should feel. Ask any questions!

    The Force (2 Cards):
    1. The Force, Bound to All Living Things (Rare)
    2. The Force, The Source of Power (Common)

    Fringe Culture (40 Cards):
    3. Bandolier (Alliance Possession, Uncommon)
    4. Boasting (Alliance Event, Common)
    5. Boba, Hired Killer (Minion, Rare)
    6. Boring Conversation Anyway (Alliance Event, Uncommon)
    7. BoShek, Rogue Tech (Companion, Uncommon)
    8. Cantina Denizens (Shadow Event, Common)
    9. Chewie, First Mate (Companion, Rare)
    10. Chewie, Noble Wookiee (Companion, Common)
    11. Chewie's Bowcaster (Alliance Possession, Rare)
    12. Corellian Pilot (Companion, Common)
    13. Dannik, Anzati Assassin (Minion, Rare)
    14. Disintegrator Pistol (Shadow Possession, Common)
    15. For Any Credit (Shadow Event, Common)
    16. Greedo, Bounty Hunter (Minion, Uncommon)
    17. Han, Captain of the Falcon (Companion, Common)
    18. Han, In It for the Money (Companion, Rare)
    19. Han's Heavy Blaster (Alliance Possession, Rare)
    20. Hidden Compartments (Alliance Condition, Rare)
    21. I'll Bet You Have (Alliance Condition, Common)
    22. It's Too Late (Shadow Condition, Common)
    23. Jabba, Hutt Crimelord (Minion, Rare)
    24. Jabba's Bounty (Shadow Condition, Uncommon)
    25. Mercenary's Armor (Shadow Possession, Uncommon)
    26. Mos Eisley Cur (Minion, Common)
    27. Mos Eisley Hunter (Minion, Rare)
    28. Mos Eisley Messenger (Minion, Common)
    29. Mos Eisley Robber (Minion, Common)
    30. Mos Eisley Savage (Minion, Common)
    31. Mos Eisley Scum (Minion, Uncommon)
    32. Mos Eisley Spy (Minion, Common)
    33. Mos Eisley Villain (Minion, Uncommon)
    34. Negotiation (Alliance Condition, Common)
    35. A Price On His Head (Shadow Condition, Rare)
    36. Quick Shot (Alliance Event, Uncommon)
    37. Quite a Mercenary (Shadow Condition, Uncommon)
    38. Right Here Waiting (Alliance Event, Common)
    39. Scoundrel's Blaster (Alliance Possession, Common)
    40. Sorry About the Mess (Alliance Event, Rare)
    41. Treadwell Droid (Alliance Follower, Uncommon)
    42. Ultimatum (Shadow Condition, Common)
    43. A Wonderful Human Being (Alliance Condition, Uncommon)

    Imperial Culture (40 Cards):
    44. Assault Blaster (Possession, Rare)
    45. Code Cylinder (Event, Uncommon)
    46. Crossfire (Event, Rare)
    47. Counter Assault (Event, Uncommon)
    48. A Day Long Remembered (Event, Common)
    49. Death Star Detachment (Minion, Uncommon)
    50. Death Star Patrol (Minion, Uncommon)
    51. Destroyed Homestead (Condition, Rare)
    52. Entanglement (Event, Common)
    53. Full Scale Alert (Condition, Uncommon)
    54. Garindan, Imperial Informant (Minion, Rare)
    55. Imperial Besieger (Minion, Common)
    56. Imperial Guard (Minion, Common)
    57. Imperial Officer (Minion, Uncommon)
    58. Imperial Sentry (Event, Common)
    59. Imperial Soldier (Minion, Common)
    60. Imperial Trooper (Minion, Common)
    61. Imperial Vanguard (Minion, Rare)
    62. Imperial Warrior (Minion, Uncommon)
    63. Interrogation Droid (Follower, Uncommon)
    64. Motti, Senior Commander (Minion, Rare)
    65. Mouse Droid (Follower, Common)
    66. No Escape (Event, Common)
    67. Precision Targeting (Event, Uncommon)
    68. Pursuit Just Behind (Event, Rare)
    69. Scanning Crew (Event, Uncommon)
    70. Sinister Agents (Condition, Rare)
    71. Slaughtered (Event, Rare)
    72. Standard-issue Blaster (Possession, Common)
    73. Stormtrooper Armor (Possession, Common)
    74. Stormtrooper Brigade (Minion, Uncommon)
    75. Stormtrooper Fanatic (Minion, Rare)
    76. Stormtrooper Recruit (Minion, Common)
    77. Stormtrooper Reinforcements (Event, Uncommon)
    78. Stormtrooper Utility Belt (Possession, Common)
    79. Tagge, Imperial General (Minion, Uncommon)
    80. Tarkin, Fear-monger (Minion, Rare)
    81. Tarkin, Grand Moff (Minion, Common)
    82. Tracking (Condition, Uncommon)
    83. Vader, Agent of the Emperor (Minion, Force Rare)

    Jedi Culture (30 Cards):
    84. Affect Mind (Event, Rare)
    85. Alter (Event, Common)
    86. Attunement (Condition, Uncommon)
    87. A Bad Feeling (Event, Common)
    88. The Circle of Destiny (Event, Rare)
    89. Cleaving Blow (Event, Common)
    90. Deep in Thought (Condition, Uncommon)
    91. Early Training (Event, Common)
    92. Gift of the Mentor (Event, Rare)
    93. Guardian (Condition, Uncommon)
    94. Knight's Robes (Possession, Uncommon)
    95. Krayt Dragon Howl (Event, Common)
    96. Let Go (Event, Uncommon)
    97. Moment of Respite (Condition, Rare)
    98. A More Civilized Age (Condition, Rare)
    99. Mysterious Wizard (Event, Common)
    100. Noble Sacrifice (Event, Common)
    101. Obi-Wan, Aged Mentor (Companion, Rare)
    102. Obi-Wan, Old Ben (Companion, Common)
    103. Obi-Wan's Lightsaber (Artifact, Rare)
    104. Obi-Wan's Wisdom (Condition, Uncommon)
    105. Old Fossil (Event, Rare)
    106. Parry (Event, Uncommon)
    107. Sense (Condition, Common)
    108. Stand Against Darkness (Event, Common)
    109. A Strong Influence (Event, Common)
    110. This One's Not Worth the Trouble (Condition, Common)
    111. Training Remote (Follower, Rare)
    112. Trust Me (Condition, Common)
    113. Use the Force, Luke (Event, Uncommon)

    Rebellion Culture (37 Cards):
    114. Anakin's Lightsaber (Artifact, Rare)
    115. Artoo, Astromech Droid (Follower, Uncommon)
    116. Artoo, Overweight Glob of Grease (Follower, Rare)
    117. Biggs, Friend of Luke (Companion, Common)
    118. Charming to the Last (Verb, Common)
    119. Chewie, Idealistic Fighter (Companion, Force Rare)
    120. Deft Words (Verb, Uncommon)
    121. A Diplomatic Mission (Condition, Common)
    122. Escape Pod (Verb, Uncommon)
    123. Extraordinary Resilience (Event, Common)
    124. Fearless (Verb, Rare)
    125. The Force is Strong With This One (Verb, Uncommon)
    126. Greatest Need (Event, Rare)
    127. Here to Rescue You (Verb, Common)
    128. Hidden Base (Verb, Rare)
    129. Honor and Heroism (Event, Common)
    130. Leia, Freedom Fighter (Companion, Common)
    131. Leia, Imperial Senator (Companion, Rare)
    132. Leia's Blaster (Possession, Uncommon)
    133. Luke, Attuned to the Force (Companion, Uncommon)
    134. Luke, Student of Kenobi (Companion, Rare)
    135. Manipulator Arm (Possession, Uncommon)
    136. Narrow Escape (Event, Common)
    137. Our Lot in Life (Event, Rare)
    138. Our Most Desperate Hour (Verb, Uncommon)
    139. Rebel Blaster (Possession, Common)
    140. Rebel Guard (Companion, Uncommon)
    141. Rebel Trooper (Companion, Common)
    142. Rebel's Hope (Event, Common)
    143. Resourcefulness (Condition, Common)
    144. Revolution (Verb, Rare)
    145. Stolen Armor (Possession, Uncommon)
    146. Strength of Spirit (Event, Common)
    147. Taken Captive (Verb, Rare)
    148. Threepio, Mindless Philosopher (Follower, Rare)
    149. Threepio, Protocol Droid (Follower, Common)
    150. Trooper's Helmet (Possession, Rare)

    Sith Culture (29 Cards):
    151. Alternative Form of Persuasion (Event, Common)
    152. Backstabber, Black Squadron Ace (Minion, Common)
    153. Black Squadron Pilot (Minion, Rare)
    154. Closing In (Event, Common)
    155. Come With Me (Event, Uncommon)
    156. Dark Collaboration (Condition, Common)
    157. Dark Curse, Black Squadron Ace (Minion, Rare)
    158. Dark Fury (Event, Common)
    159. Dark Hours (Verb, Uncommon)
    160. The Emperor's Will (Event, Uncommon)
    161. Face Him Alone (Event, Rare)
    162. I Find Your Lack of Faith Disturbing (Verb, Common)
    163. In the Dark Jedi's Wake (Verb, Rare)
    164. Mauler, Black Squadron Ace (Minion, Uncommon)
    165. Mind Probe (Event, Rare)
    166. Not Easily Destroyed (Condition, Uncommon)
    167. Relentless (Verb, Common)
    168. Sith Armor (Artifact, Rare)
    169. Sith Power (Event, Common)
    170. Sith Strangle (Event, Rare)
    171. Tarkin, Aligned to Evil (Minion, Uncommon)
    172. Terror (Event, Uncommon)
    173. Trapped and Alone (Condition, Uncommon)
    174. A Tremor in the Force (Condition, Uncommon)
    175. Vader, Devoted to the Force (Minion, Common)
    176. Vader, Sith Warrior (Minion, Rare)
    177. Vader's Obsession (Verb, Rare)
    178. Weapon of the Sith (Artifact, Rare)
    179. You Are Weak (Condition, Rare)

    Tatooine Culture (44 Cards):
    180. Ambushed (Shadow Verb, Rare)
    181. Artoo, Quirky and Troublesome (Companion, Common)
    182. Bantha (Shadow Possession, Rare)
    183. Beru, Guardian of Luke (Companion, Common)
    184. Blue Milk (Alliance Event, Common)
    185. Crash Site Memorial (Alliance Condition, Rare)
    186. Desert Poncho (Alliance Possession, Common)
    187. Droid Caller (Shadow Possession, Common)
    188. Droid Detector (Shadow Possession, Uncommon)
    189. Droid Junkheap (Shadow Condition, Rare)
    190. Gaderffi Stick (Shadow Possession, Common)
    191. A Hard Life (Alliance Event, Uncommon)
    192. Hiding Their Numbers (Shadow Event, Common)
    193. Hunting Rifle (Alliance Possession, Common)
    194. Hydroponics Droid (Alliance Follower, Common)
    195. Jawa Deceiver (Minion, Uncommon)
    196. Jawa Ion Gun (Shadow Possession, Common)
    197. Jawa Leader (Minion, Common)
    198. Jawa Shaman (Minion, Rare)
    199. Jawa Thief (Minion, Common)
    200. Jawa Trader (Minion, Common)
    201. Jawa Warden (Minion, Rare)
    202. Landspeeder (Alliance Possession, Rare)
    203. Luke, Young Farmhand (Companion, Common)
    204. Macrobinoculars (Alliance Possession, Uncommon)
    205. Nebit, Tribal Leader (Minion, Rare)
    206. On the Edge (Alliance Event, Common)
    207. Owen, Guardian of Luke (Companion, Common)
    208. Power Droid (Alliance Follower, Uncommon)
    209. Restraining Bolt (Shadow Possession, Common)
    210. Sandcrawler (Shadow Possession, Uncommon)
    211. Threepio, Just an Interpreter (Companion, Uncommon)
    212. Tusken Chieftain (Minion, Rare)
    213. Tusken Follower (Minion, Rare)
    214. Tusken Marksman (Minion, Common)
    215. Tusken Nomad (Minion, Uncommon)
    216. Tusken Raiders (Minion, Common)
    217. Tusken Rifle (Shadow Possession, Rare)
    218. Tusken Sharpshooter (Minion, Rare)
    219. Tusken Slayer (Minion, Rare)
    220. Tusken Vagabond (Minion, Uncommon)
    221. Tusken Warrior (Minion, Common)
    222. Vaporator (Alliance Possession, Uncommon)
    223. Wuher, Gruff Bartender (Companion, Rare)

    Creature Deck (12 Cards):
    224. Dark Waters (Condition, Common)
    225. Dianoga (Creature, Rare)
    226. Greater Dragon Bones (Condition, Uncommon)
    227. Jerba (Creature, Uncommon)
    228. Krayt Dragon (Creature, Force Rare)
    229. Scurrier (Creature, Common)
    230. Sunsdown (Condition, Common)
    231. Tentacle (Event, Common)
    232. Wild Bantha (Creature, Uncommon)
    233. Wild Dewback (Creature, Uncommon)
    234. Wild Ronto (Creature, Uncommon)
    235. Womp Rat (Creature, Common)

    Adventure Deck (33 Cards):
    236. Anchorhead (Common)
    237. Cantina (Uncommon)
    238. Cell Block 1138 (Uncommon)
    239. Conference Room (Common)
    240. Control Core (Common)
    241. Control Room (Common)
    242. Death Star War Room (Uncommon)
    243. Dense Jungle (Common)
    244. Docking Bay 94 (Common)
    245. Docking Bay 327 (Common)
    246. Dune Sea (Common)
    247. Empty Hallway (Uncommon)
    248. Falcon's Cabin (Common)
    249. Falcon's Cockpit (Uncommon)
    250. Grand Audience Chamber (Uncommon)
    251. Imperial Cell (Common)
    252. Jawa Camp (Common)
    253. Jawa Canyon (Uncommon)
    254. Jundland Wastes (Common)
    255. Krayt Dragon Pass (Uncommon)
    256. Lars' Moisturefarm (Common)
    257. Massassi Ruins (Common)
    258. Mos Eisley Alley (Common)
    259. Mos Eisley Avenue (Common)
    260. Obi-Wan's Hut (Uncommon)
    261. Obi-Wan's Living Room (Common)
    262. Scrap-pile (Common)
    263. Staging Area (Common)
    264. Tatooine Spaceport (Common)
    265. Trading Route (Common)
    266. Trash Compactor (Uncommon)
    267. Tusken Canyon (Common)
    268. Yavin War Room (Uncommon)

    3 Force Rares
    70 Rares
    80 Uncommons
    115 Commons

    One thing I'd like to point out right away is that last bit, my breakdown of card rarities. Fellowship of the Ring (and the other two big base sets for LotR) was 365 cards, and a whole third of that was rares. Personally, I hated that. It meant more boxes. So I tweaked the allotments to fit a slimmer collection - now, with only 70 rares in a base set, it's easier to collect and play, but the 'Force Rares' still keep an element of difficulty for those out for the hard road. Having only 3 in a base set, Force rares aren't even guaranteed in a box, making them extremely hard to find.

    So, like I said before, if you'd like to contribute to this project, feel free to throw out your ideas or even - if you're so inclined - write up a few cards pulled from the cardlist!
    « Last Edit: August 28, 2011, 08:53:43 PM by menace64 »

    August 06, 2011, 08:30:28 PM
    Reply #5

    menace64

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    Re: The Next SW/LotR Project is Underway!
    « Reply #5 on: August 06, 2011, 08:30:28 PM »
    First, a few necessary terminology changes:
    Ring-bearer becomes Apprentice.
    The One Ring is The Force.
    Burdens are now temptations.
    Fellowship is now Alliance.
    Archery Phase is now the Crossfire Phase.
    Twilight token is now Credit.

    Currently, the only new unloaded keywords are Force-skill, which replaces Spell, and bounty, which is akin to Search or Weather. I'm also using Knight. All of the original loaded keywords return, and I might bring in the newer ones along with a few we come with that make sense. Get creative!

    The Creature Deck
    I'm open to suggestions and whatever ideas you have. This is a whole-new approach to how non-sentient beings are brought into this game (previously I had a Creature culture, and it was dumb). Now, all of your creature cards form an entirely new side-deck which would sit, inactive, next to your adventure deck until...

    ...You come across a site with the Wild keyword. Wild X, actually, and the X represents how many cards you can draw from your Creature deck at the start of your shadow phase. Those drawn cards form a secondary hand (the creature hand), and you can play any of those cards as you would from your primary hand. There are a few notes here, though:
    • Cards in the Creature Deck have no credit cost, and are neither Alliance nor Shadow. If you begin your shadow phase at a site with Wild X you can draw the top X cards of your Creature Deck, playing any of those cards immediately and/or saving some (like Creature Deck events) for later in the turn.
    • If you opt to draw cards from the Creature Deck, you cannot play minions at that site! You may still play other shadow cards - paying their credit costs as you would normally - but the presence of a creature keeps your sentient fellas from getting involved! Note that any other Shadow players are not inhibited by your decision, and they may play minions even if you go for creatures.
    • Once in play, a creature may be targeted as a minion or character (unless specifically noted otherwise), and the Alliance player may direct his or her crossfire total towards creatures instead of an individual Shadow player.
    • Any discarded/killed creature cards go directly (and face-up) to the bottom of the Creature Deck. At the start of the regroup phase, any creature cards in play cycle in the same fashion back into the Creature Deck, along with any creature cards still in your hand. When the top card of the Creature Deck is face-up (meaning all cards have cycled through), simply turn the deck over and reshuffle.
    • Any unique Creature Deck card is unique for the deck, meaning you can only have 1 of it in said deck. You only get 1 Krayt Dragon!
    • I want a size-restriction on the Creature Deck, but I haven't really decided on a number yet. Of course you just couldn't have a maximum set like 20, because then you could just run 1 Krayt Dragon and keep him coming out every site! So I'd probably go with the rule of 'If you have a Creature Deck, you must have exactly X cards in that deck' but haven't decided what X would be.

    I know that seems pretty wordy, but almost all of that is fairly intuitive, and once you get the gist of it all you can apply common sense to almost the entire thing. What do you think? Hmmm... do you think this could work in LotR, too?

    Cultural Identity
    Fringe (Alliance)
    Han and Chewie are the lead-off companions in this culture. As a culture, it has lower resistance and almost no consideration of temptations or The Force. It excels at keeping your deck in repair (mainly through discard control - saving cards from entering the discard pile, retrieving cards, recycling back into the draw deck, etc.), and the culture prefers taking actions during the Crossfire phase. It likes Credits, which means that its cards are on the higher end of the costing curve. Strong, independently-minded companions (think Boromir) make this a tough culture to tackle in a direct fight.

    Fringe (Shadow)
    This culture focuses initially on Mos Eisley, but as the game progresses it will include all of the bounty hunters, Xizor and Black Sun, along with Jabba's little empire. Everything about this culture is invested in Credit costs (increasing the cost of things already in play and spotting expensive Alliance cards to reap great bonuses). Bounty cards increase the twilight cost of borne companions, and when that companion leaves play nets the bounty's owner fantastic rewards. This culture has very-limited access to temptations/The Force, almost no presence in the Regroup phase, but absolutely loves the Maneuver phase.

    Imperial
    Site control. Site replacement. Site destruction... the Empire is all about controlling the galaxy, which in this game is represented by the adventure path. Given more interest in temptations and The Force than Fringe, it's still not as good as the Sith culture at corrupting an Apprentice but has a few tricks of its own. This culture cares most about the Shadow and Crossfire phases, and after a few sets it will have its Imperial boots in just about every shadow mechanic.

    Jedi
    The Jedi culture is very-nearly a direct grafting of how the [Gandalf] culture behaved in the opening block of Lord of the Rings. This culture is the catch-all, being proficient in all mechanics, yet limited by its sole companion: Obi-Wan. It won't see another companion until the fifth set, so until that time it will be limited to a support function. That being said, this culture is best at increasing resistance, removing temptations, and saving other companions from unfortunate ends.

    Rebellion
    For the majority of the game's life, this culture is the only one where you might find the Apprentice (Luke), so - naturally - there's a lot of focus on temptations and The Force, along with tricks to keep the Apprentice alive. Being a culture of rebels and insurgents, it operates fluidly in any phase, and can even cause opponents trouble during the Shadow phase! Companions in this culture have, for the most part, higher resistance than other cultures.

    Sith
    The ultimate power in corruption, almost everything about this culture, initially, revolves around forcing the Apprentice to fight and punishing him at every other turn. In fact, this culture has a few ways to coerce individual companions into contest with its own big-hitter, Darth Vader, who - for most of the game - is its only strong minion. Like Gollum, Vader has several ways of getting back into play, and always has his eye on the resistance of companions. If you hadn't guessed yet, this culture adores the Assignment phase.

    Tatooine (Alliance)
    This culture feels a lot like the [Shire] culture, in that it relies heavily on support cards, healing companions and cancelling skirmishes. Add in elements of [Dwarven] cycling and a fantastic image of this culture begins to emerge: strength in the Alliance phase, bringing out cards swiftly, and doing its best to outright-ignore minions wherever possible. It also has an Apprentice Luke, along with a lot of droids and 'harvest' cards. Lots of possessions.

    Tatooine (Shadow)
    Split into two distinct sub-cultures, this culture truly shines once a balance has been struck between Jawas, who can flood the pool through various tricks involving droids, and Tuskens, higher-cost minions with a lot of love for creatures and a devastating ability to show up when nobody's paying attention. This culture is strongest in the Regroup phase, but has tricks to play throughout the turn. Again, lots of possessions!

    Gimme some feedback! I want to make this into something good!
    « Last Edit: August 07, 2011, 08:01:30 PM by menace64 »

    August 06, 2011, 08:50:15 PM
    Reply #6

    azogsbane

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    Re: The Next SW/LotR Project is Underway!
    « Reply #6 on: August 06, 2011, 08:50:15 PM »
    Sounds awesome! Very well thought out. I like the separate creature deck idea a lot. But you made it sound like not every deck would have one. Is there any drawback to having one? I feel like there needs to be or else everyone would use one and with the limited number of different creature cards to choose from, that could get dull after a while.

    August 06, 2011, 09:09:32 PM
    Reply #7

    menace64

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    Re: The Next SW/LotR Project is Underway!
    « Reply #7 on: August 06, 2011, 09:09:32 PM »
    A Creature deck is not required, but I've already illustrated the drawback: You can't play minions, and unless you're facing an extraordinarily weak Alliance, creatures alone won't win you the game. Let's go through a few scenarios.

    • The Alliance moves to Trash Compactor, a site with Wild 3. You, the Shadow player, draw 3 cards from your Creature Deck at the start of your Shadow phase. You draw 2 creatures and a condition, and you play all three immediately for free. Now you can't play any minions that you may have in your hand since you've got a creature in play. At the start of the regroup phase, not only do those creature disappear, but so does the condition, and suddenly the Alliance player has little keeping him from moving again. You cycle your draw deck less and potentially miss out on drawing the perfect card you need. The Creature Deck does not set up, it cannot plan ahead - it's not sentient, and it just isn't as reliable as your draw deck.
    • Same situation as before, but now it's a multiplayer game (4 players, let's say). You draw 3 Creature cards and get the same cards as before; you drop 2 creatures and the condition. The next Shadow player does the same thing, but comes up short and ends up playing no creatures, having drawn 3 Creature Deck events (which he could end up using to boost your creatures, but maybe not!). The final Shadow player either has no Creature deck or chooses not to draw anything, and goes instead with his primary hand and drops a few stormtroopers. The Crossfire phase comes around and the Alliance player targets Creatures - suddenly all of your creatures die and you've got nothing to show for it, and even that second Shadow player who drew events is up the creek with nothing to do.
    • But that can work out so much better. What if all three Shadow players draw 3 Creature Deck cards apiece, and they're all creatures? It would be a stampede, certainly, but every one of those Shadow players would be sacrificing a turn to set up their respective draw decks, and any experienced player would tell you how important cycling is!

    There are 8 different creatures in the base set, and each additional set adds 1 or more, along with various support cards to encourage diversity. And if that isn't enough, the randomness/unreliability of the Creature Deck (along with the fact that one of those creatures is the Krayt Dragon, a Force Rare) ensures a generally-unique feel to how creatures unfold throughout the game.

    Very well thought out.

    This better be! I've been working on this for, uh, like the last four years. It's a pet of mine at this point. Thanks for your interest!
    « Last Edit: August 06, 2011, 09:24:11 PM by menace64 »

    August 07, 2011, 03:44:36 AM
    Reply #8

    Sabrien Reed

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    Re: The Next SW/LotR Project is Underway!
    « Reply #8 on: August 07, 2011, 03:44:36 AM »
    What an amazing project.  Is the plan to make it work with GCCG?

    August 07, 2011, 10:52:36 AM
    Reply #9

    menace64

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    Re: The Next SW/LotR Project is Underway!
    « Reply #9 on: August 07, 2011, 10:52:36 AM »
    What an amazing project.  Is the plan to make it work with GCCG?

    Hadn't considered it, but honestly that would be the most gratifying thing ever.

    August 07, 2011, 11:10:28 AM
    Reply #10

    sickofpalantirs

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    Re: The Next SW/LotR Project is Underway!
    « Reply #10 on: August 07, 2011, 11:10:28 AM »
    Ok, why is a card type "verb?" otherwise, awesome.
    Felipe Musco:
    (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
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    August 07, 2011, 11:58:17 AM
    Reply #11

    menace64

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    Re: The Next SW/LotR Project is Underway!
    « Reply #11 on: August 07, 2011, 11:58:17 AM »
    Ah, sorry, I meant to elaborate on that. 'Verb' is just a stand-in for 'Event or Condition,' since the card itself hasn't been designed but will obviously become one of those two types. Decipher did that years ago for SWCCG, and it was just a design habit that I picked up on!

    Anyways, last night after a few rounds of drinks downtown I came home and decided that the time for actual card design had finally come, so I sat down and wrote up the most-basic cards for each culture: strength pumps. These form the basis of how any given culture generally operates, and from here a clearer picture will emerge as to how the finished product will look.

    EDIT: Keep in mind that this is the first set of a brand-new game. There is no power creep! The two strongest minions in Star Wars are Boba and Vader, and their power levels will be similar to Lurtz, Servant of Isengard and The Witch-king, Lord of Angmar. Most of the cards in this set are going to be simple and entry-easy, fueled more by basic cultural identities and flavor than intricate strategy. In FotR, Goblins swarmed, Uruks hit hard, Orcs wounded, and Nazgul were fierce. Pretty basic stuff!

    Fringe (Alliance)
    [2] Right Here Waiting [Fringe]
    Event * Skirmish
    Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion).
    1C38

    Like I pointed out earlier, Fringe companions will always have difficulty keeping the credit pool small, and even their simple strength enhancers will be a risk often-undertaken. Almost nothing comes free to them.

    Fringe (Shadow)
    (0) For Any Credit [Fringe]
    Event * Skirmish
    Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing.
    1C15

    Made up mostly of bounty hunters, grifters, and hustlers, this shadow culture thrives on bagging the biggest prize, and the opening set illustrates this attraction to expensive quarries through manipulation of credit costs (a similar mechanic to Ring-bound Rangers and their initial interest in site numbers). This event is free-to-play, but will only offer big payoffs after you've got your strategy established.

    Imperial
    (0) Entanglement [Imperial]
    Event * Skirmish
    Make an [Imperial] minion strength +2 (or +4 if you control a site).
    1C52

    I totally robbed Burn Every Village for this one, since the Imperial culture will have almost as much invested in site control as Dunland did.

    Jedi
    [2] Mysterious Wizard [Jedi]
    Event * Skirmish
    Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations).
    1C99

    And here again all I did was graft an already-existing card (this time, even keeping the same name!) into the right culture, and since Obi-Wan cares as much for the Apprentice's well-being as Gandalf did for Frodo's, the card's text makes perfect sense.

    Rebellion
    [1] Honor and Heroism [Rebellion]
    Event * Skirmish
    Make a [Rebellion] companion bearing a weapon strength +3.
    1C129

    A Rebel can't fight a war without weapons, and this simple fact will likely permeate the culture. Most Rebellion cards will be on the cheaper side of the costing-curve, but they'll have more spotting requirements than, say, Fringe, since the Rebels must always stay armed and prepped to fight against a galactic power.

    Sith
    (0) Dark Fury [Sith]
    Event * Skirmish
    Exert a [Sith] minion to make that minion strength +3.
    1C158

    Bred For Battle returns! Using that card's ability makes perfect sense for this culture, as you'll come to see - the Sith exert for a lot of things, as they draw on emotions and the Force to empower themselves.

    Tatooine (Alliance)
    (0) On the Edge [Tatooine]
    Event * Skirmish
    Make a minion skirmishing your [Tatooine] companion strength -2.
    1C206

    Tatooine companions are not natural fighters, relying instead on the harshness of their world to help bring down their foes. These companions spend their lives working for every ounce of precious water, and any enemy that meets them in that arena will be in for some hurt.

    Tatooine (Shadow)
    [2] Hiding Their Numbers [Tatooine]
    Event * Skirmish
    Make your Tusken strength +2. If it wins the skirmish, add [4].
    1C192

    Imagine the pains you can cause an Alliance if you have a few of these tucked away in your hand. Tuskens love a good ambush, and with how many credits they can get into the pool before a regroup phase, they'll often leave the Alliance player wondering how dangerous it would be to move again.
    « Last Edit: August 07, 2011, 02:14:10 PM by menace64 »

    August 07, 2011, 01:22:41 PM
    Reply #12

    azogsbane

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    Re: The Next SW/LotR Project is Underway!
    « Reply #12 on: August 07, 2011, 01:22:41 PM »
      What if all three Shadow players draw 3 Creature Deck cards apiece, and they're all creatures? It would be a stampede, certainly, but every one of those Shadow players would be sacrificing a turn to set up their respective draw decks, and any experienced player would tell you how important cycling is![/li][/list]

      I quite understand the importance of cycling. But I still think that I would use a creature deck with any deck as using the cards would be purely optional. When you draw from your creature deck, they enter a different separate "creature hand", correct? In that case, having those cards to draw only provides you with more options, it doesn't limit you in any way unless you actually play them. So I would want a creature deck available in any deck, just in case the situation was one in which I would want to play them. You can weigh the benefits and drawbacks of playing creatures versus playing minions minions from your regular deck when the situation arises. Again, it just gives you more options, which is always helpful.

      Here's something you could do to deter this mentality: Impose a mild penalty on all the sites that have the keyword Wild X, such as "when you play this site, you must discard the top three cards of your drawdeck." Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.

      August 07, 2011, 01:58:57 PM
      Reply #13

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #13 on: August 07, 2011, 01:58:57 PM »
      Or you could make it the rule that if you even *draw* cards from your creature deck you cannot play any minions that shadow phase.

      That's precisely what came to mind right as I read your first paragraph, and unless there are any objections I think it would work perfectly!

      August 07, 2011, 05:07:28 PM
      Reply #14

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #14 on: August 07, 2011, 05:07:28 PM »
      Before I get to posting cards, I'd like to reiterate that any of you are welcome to come up with your own ideas, preferably within the bounds of what I've already given for cultural identities but not necessarily. I have a lot already worked up, yet I'd like this to be a collaborative project!

      August 07, 2011, 07:53:25 PM
      Reply #15

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #15 on: August 07, 2011, 07:53:25 PM »
      *The Force, Bound to All Living Things
      Strength +1
      Vitality +1
      Response: If bearer is about to take a wound, he or she uses The Force until the start of the regroup phase.
      While using The Force, each time the Apprentice is about to take a wound, add 2 temptations instead.
      1R1

      *The Force, The Source of Power
      Strength +1
      Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the start of the regroup phase.
      While using The Force, each time the Apprentice is about to take a wound during a skirmish, add a temptation instead.
      1C2

      Fringe (Alliance) - All Cards Written!

      [2] Bandolier [Fringe]
      Possession * Armor
      Bearer must be a [Fringe] companion.
      Crossfire: Discard 2 [Fringe] cards from hand to take a [Fringe] card into hand from your discard pile.
      1U3

      [1] Boasting [Fringe]
      Event * Maneuver
      Exert a [Fringe] companion to wound a minion not bearing any cards.
      1C4

      [1] Boring Conversation Anyway [Fringe]
      Event * Maneuver
      Spot 2 [Fringe] companions to shuffle up to 3 [Fringe] cards from your discard pile into your draw deck.
      1C6

      [2] *BoShek, Rogue Tech [Fringe]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 6
      To play, spot a [Fringe] companion.
      Response: If your other [Fringe] card is about to be discarded, exert BoShek to return it to your hand instead.
      1U7

      [2] *Chewie, First Mate [Fringe]
      Companion * Wookiee
      Strength 7
      Vitality 3
      Resistance 6
      Damage +1. To play, spot Han.
      Each time a [Fringe] companion wins a skirmish, you may draw a card.
      1R9

      [2] *Chewie, Noble Wookiee [Fringe]
      Companion * Wookiee
      Strength 7
      Vitality 3
      Resistance 6
      Damage +1. (When this companion wins a skirmish, add 1 extra wound to the defender.) To play, spot Han.
      At the start of your alliance phase, you may exert Chewie to heal Han.
      1C10

      [2] *Chewie's Bowcaster [Fringe]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be Chewie.
      He is a marksman.
      Each time a minion or creature takes a wound during the crossfire phase, you may shuffle a [Fringe] event from your discard pile into your draw deck.
      1R11

      [1] Corellian Pilot [Fringe]
      Companion * Human
      Strength 5
      Vitality 2
      Resistance 5
      While you can spot a [Fringe] starship, this companion is strength +1.
      1C12

      [3] *Han, Captain of the Falcon [Fringe]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 5
      Marksman. While in your starting alliance, Han's credit cost is -1.
      At the end of your alliance phase, you may exert Han to take a [Fringe] event into hand from your discard pile.
      1C17

      [3] *Han, In It for the Money [Fringe]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 5
      Marksman. While in your starting alliance, Han's credit cost is -1.
      Skirmish: Discard a [Fringe] card from hand to make Han strength +1.
      1R18

      [2] *Han's Heavy Blaster [Fringe]
      Possession * Ranged Weapon
      Strength +3
      Bearer must be Han.
      Crossfire: Discard 2 [Fringe] cards from your hand to wound a minion.
      1R19

      [2] Hidden Compartments [Fringe]
      Condition * Support Area
      To play, exert a [Fringe] companion.
      Each time another of your [Fringe] conditions is discarded, you may add [2] to stack that condition here instead.
      Regroup: Shuffle 4 [Fringe] cards from your discard pile into your draw deck to take a card stacked here into your hand.
      1R20

      [1] I'll Bet You Have [Fringe]
      Condition * Support Area
      Each [Fringe] companion bearing a weapon may not be overwhelmed unless his or her strength is tripled.
      Skirmish: Exert a [Fringe] companion to make him or her damage +1 (or damage +2 if that companion is also a marksman). Discard this condition.
      1C21

      [1] *Negotiation [Fringe]
      Condition * Support Area
      Each time your [Fringe] companion wins a skirmish, you may heal another companion.
      Skirmish: Discard this condition to make a [Fringe] companion not bearing a weapon strength +2.
      1C34

      [2] Quick Shot [Fringe]
      Event * Crossfire
      Spot your [Fringe] marksman to make the alliance crossfire total +1.
      1U36

      [2] Right Here Waiting [Fringe]
      Event * Skirmish
      Make a [Fringe] companion strength +2 (and damage +1 if skirmishing a [Fringe] minion).
      1C38

      [1] Scoundrel's Blaster [Fringe]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a [Fringe] companion.
      If bearer is a marksman, he or she is damage +1.
      1C39

      [2] Sorry About the Mess [Fringe]
      Event * Response
      If your [Fringe] companion wins a skirmish, shuffle 2 [Fringe] cards from your discard pile into your draw deck to discard a Shadow condition.
      1R40

      (0) Treadwell Droid [Fringe]
      Follower
      Strength +1
      Droid. Aid – add [2].
      To play, spot a [Fringe] companion.
      Each time bearer wins a skirmish, you may shuffle 2 cards of bearer's culture from your discard pile into your draw deck.
      1U41

      [2] A Wonderful Human Being [Fringe]
      Condition * Support Area
      Each unique [Fringe] minion skirmishing your [Fringe] companion is strength -1.
      Crossfire: Discard this condition to heal your [Fringe] companion.
      1U43
      « Last Edit: August 15, 2011, 08:20:58 PM by menace64 »

      August 07, 2011, 07:53:37 PM
      Reply #16

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #16 on: August 07, 2011, 07:53:37 PM »
      Fringe (Shadow) - All Cards Written!

      [7] *Boba, Hired Killer [Fringe]
      Minion * Human
      Strength 13
      Vitality 3
      Site Number 3
      Hunter. Marksman. To play, spot a [Fringe] character.
      Each companion's credit cost is +1.
      Maneuver: Spot a companion whose credit cost is 6 or more to make Boba fierce until the start of the regroup phase.
      1R5

      (Note: Hunter is not the same as Hunter X from LotR. In this game, hunter is an unloaded keyword used to signify a bounty hunter.)

      [1] Cantina Denizens [Fringe]
      Event * Maneuver
      Spot X [Fringe] minions to make a companion's credit cost +X until the start of the regroup phase.
      1C8

      [5] *Dannik, Anzati Assassin [Fringe]
      Minion * Anzati
      Strength 10
      Vitality 4
      Site Number 3
      Damage +1.
      Skirmish:
      Heal a wound on a companion skirmishing Dannik to heal Dannik.
      1R13

      [2] Disintegrator Pistol [Fringe]
      Possession * Ranged Weapon
      Strength +3
      Bearer must be a [Fringe] minion.
      Each time bearer wins a skirmish, you may discard an armor or helm possession borne by the losing companion.
      1C14

      (0) For Any Credit [Fringe]
      Event * Skirmish
      Make a [Fringe] minion strength +X, where X is the credit cost of a companion it is skirmishing.
      1C15

      [3] *Greedo, Bounty Hunter [Fringe]
      Minion * Rodian
      Strength 7
      Vitality 2
      Site Number 3
      Hunter.
      Maneuver:
      Exert Greedo to make a companion credit cost +1 until the start of the regroup phase.
      1U16

      [1] It's Too Late [Fringe]
      Condition * Support Area
      Each time a companion bearing a bounty leaves play, add [3].
      Skirmish: Make a [Fringe] minion skirmishing a companion bearing a bounty strength +2. Discard this condition.
      1C22

      [4] *Jabba, Hutt Crimelord [Fringe]
      Minion * Hutt
      Strength 8
      Vitality 4
      Site Number 3
      Each hunter is strength +1.
      Maneuver: Exert Jabba to play a bounty from your discard pile.
      1R23

      [1] Jabba's Bounty [Fringe]
      Condition
      Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
      Bearer's credit cost is +2.
      1U24

      (Bounty is an unloaded keyword.)

      [1] Mercenary Armor [Fringe]
      Possession * Armor
      Bearer must be a [Fringe] minion.
      While you can spot a bounty, bearer may not take wounds (except during a skirmish).
      1U25

      [1] Mos Eisley Cur [Fringe]
      Minion * Rodian
      Strength 6
      Vitality 1
      Site Number 3
      1C26

      [5] Mos Eisley Hunter [Fringe]
      Minion * Twi'lek
      Strength 11
      Vitality 2
      Site Number 3
      Hunter.
      This minion is strength +1 for each bounty you spot.
      1R27

      [2] Mos Eisley Messenger [Fringe]
      Minion * Human
      Strength 8
      Vitality 2
      Site Number 3
      Maneuver: Exert this minion to take a bounty into hand from your discard pile.
      1C28

      [2] Mos Eisley Robber [Fringe]
      Minion * Ishi Tib
      Strength 7
      Vitality 2
      Site Number 3
      While skirmishing a companion with credit cost 3 or more, this minion is damage +1.
      1C29

      [3] Mos Eisley Savage [Fringe]
      Minion * Shistavanen
      Strength 9
      Vitality 2
      Site Number 3
      Hunter. To play, spot a [Fringe] minion.
      Skirmish: Exert another hunter to make this minion strength +1.
      1C30

      [2] Mos Eisley Scum [Fringe]
      Minion * Saurin
      Strength 8
      Vitality 1
      Site Number 3
      Hunter.
      When you play this minion, you may spot a companion bearing a bounty to replace the alliance's current site.
      1U31

      [1] Mos Eisley Spy [Fringe]
      Minion * Human
      Strength 5
      Vitality 3
      Site Number 3
      When you play this minion, you may make the Alliance player discard a card at random from his or her hand.
      1C32

      [4] Mos Eisley Villain [Fringe]
      Minion * Rodian
      Strength 9
      Vitality 2
      Site Number 3
      While skirmishing a companion bearing a bounty, this minion is strength +2.
      1U33

      (0) A Price on His Head [Fringe]
      Condition
      Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
      Bearer's credit cost is +1.
      Each time a hunter is assigned to skirmish bearer, add [X], where X is bearer's credit cost.
      1R35

      [1] Quite a Mercenary [Fringe]
      Condition
      Resistance -1
      To play, exert a [Fringe] minion. Bearer must be a companion (except the Apprentice). Limit 1 per companion.
      Each time bearer loses a skirmish, the Alliance player must exert another companion.
      1U37

      [2] Ultimatum [Fringe]
      Condition * Support Area
      Each time you play a bounty, you may spot 2 [Fringe] minions to add [1].
      1C42
      « Last Edit: August 13, 2011, 04:35:01 PM by menace64 »

      August 07, 2011, 07:53:48 PM
      Reply #17

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #17 on: August 07, 2011, 07:53:48 PM »
      Imperial - All Cards Written!

      [2] Assault Blaster [Imperial]
      Possession * Ranged Weapon
      Strength +3
      Bearer must be a Clone.
      Bearer is damage +1.
      Skirmish:
      Exert bearer to make it strength +1.
      1R44

      [1] Code Cylinder [Imperial]
      Event * Response
      If you play an [Imperial] minion, take all copies of that card in your discard pile and shuffle them into your draw deck.
      1U45

      [3] Crossfire [Imperial]
      Event * Crossfire
      Make each [Imperial] minion bearing a ranged weapon a marksman.
      1R46

      (0) *Counter Assault [Imperial]
      Condition * Support Area
      Each time a Clone wins a skirmish, you may spot your [Imperial] Human and discard an [Imperial] card from hand to take control of a site.
      1U47

      (0) A Day Long Remembered [Imperial]
      Event * Regroup
      Spot an [Imperial] minion and a site you control to make the Alliance player wound a companion.
      1C48

      [4] Death Star Detachment [Imperial]
      Minion * Clone
      Strength 9
      Vitality 3
      Site Number 4
      While you control 2 sites, this minion is damage +2.
      1U49

      [3] Death Star Patrol [Imperial]
      Minion * Clone
      Strength 8
      Vitality 2
      Site Number 4
      Response: If another [Imperial] Clone wins a skirmish, exert this minion to take control of a site.
      1U50

      (0) Destroyed Homestead [Imperial]
      Condition * Site
      To play, spot an [Imperial] minion. Plays on a site you control. Limit 1 per site.
      At the start of your shadow phase, add [1] (or add [2] if this site is a dwelling).
      1R51

      (0) Entanglement [Imperial]
      Event * Skirmish
      Make an [Imperial] minion strength +2 (or +4 if you control a site).
      1C52

      [3] *Full Scale Alert [Imperial]
      Condition * Support Area
      Maneuver: Spot a site you control to play a minion stacked here (limit once per site).
      Regroup: Stack your unwounded [Imperial] Clone here.
      1U53

      [2] *Garindan, Imperial Informant [Imperial]
      Minion * Kubaz
      Strength 5
      Vitality 3
      Site Number 2
      When you play Garindan, you may spot a site you control to play an [Imperial] Clone from your discard pile.
      Clones are not roaming.
      Assignment: Exert Garindan to replace the alliance's current site.
      1R54

      [3] Imperial Besieger [Imperial]
      Minion * Clone
      Strength 8
      Vitality 2
      Site Number 4
      Each time this minion wins a skirmish, you may exert it and spot another [Imperial] minion to take control of a site.
      1C55

      [1] Imperial Guard [Imperial]
      Minion * Clone
      Strength 6
      Vitality 1
      Site Number 4
      1C56

      [4] Imperial Officer [Imperial]
      Minion * Human
      Strength 8
      Vitality 3
      Site Number 4
      Response: If another [Imperial] minion is about to take a wound, exert this minion to prevent that wound.
      1U57

      [2] Imperial Sentry [Imperial]
      Event * Maneuver
      Exert your [Imperial] Clone and spot a companion (except the Apprentice). Until the start of the regroup phase, that companion does not gain strength bonuses from weapons.
      1C58

      [1] Imperial Soldier [Imperial]
      Minion * Clone
      Strength 5
      Vitality 2
      Site Number 4
      While at a battleground or station site, this minion is strength +3.
      1C59

      [2] Imperial Trooper [Imperial]
      Minion * Clone
      Strength 7
      Vitality 1
      Site Number 4
      Response: If another [Imperial] minion is about to take a wound, wound this minion to prevent that.
      1C60

      [5] Imperial Vanguard [Imperial]
      Minion * Clone
      Strength 9
      Vitality 4
      Site Number 4
      While you control a site, this minion is damage +1.
      Skirmish:
      Exert this minion to make another [Imperial] Clone strength +1.
      1R61

      [3] Imperial Warrior [Imperial]
      Minion * Clone
      Strength 9
      Vitality 2
      Site Number 4
      While skirmishing a [Rebellion] companion, this minion is strength +1.
      1U62

      [1] Interrogation Droid [Imperial]
      Follower
      Droid. Aid – remove a temptation.
      Each companion skirmishing bearer is resistance -2.
      Skirmish: Exert bearer to return to its owner's hand a weapon borne by a companion skirmishing bearer.
      1U63

      [3] *Motti, Senior Commander [Imperial]
      Minion * Human
      Strength 8
      Vitality 3
      Site Number 4
      Shadow: Exert Motti to play an [Imperial] Clone; its credit cost is -1.
      1R64

      (0) Mouse Droid [Imperial]
      Follower
      Droid. Aid – remove [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a minion.)
      Each time bearer wins a skirmish, if the top card of your discard pile is an [Imperial] event, you may take that card into your hand.
      1C65

      [1] No Escape [Imperial]
      Event * Skirmish
      Make a companion skirmishing an [Imp] minion strength -1 for each site you control (limit -4).
      1C66

      [1] Precision Targeting [Imperial]
      Event * Crossfire
      Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice).
      1U67

      [2] Pursuit Just Behind [Imperial]
      Event * Regroup
      Spot 2 [Imperial] minions and a companion. Until the end of the turn, that companion may not be assigned to skirmishes.
      1R68

      (0) Scanning Crew [Imperial]
      Event * Shadow
      Exert an [Imperial] minion to reveal the Alliance player's hand.
      1U69

      [2] Sinister Agents [Imperial]
      Condition * Support Area
      To play, exert an [Imperial] minion.
      Shadow: Remove [3] and spot X temptations to make the Alliance player reveal X cards at random from hand. You may discard a revealed card.
      1R70

      (0) Slaughtered [Imperial]
      Event * Response
      If a companion is killed, discard your [Imperial] minion to take control of a site.
      1R71

      [1] Standard-issue Blaster [Imperial]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be an [Imperial] minion.
      1C72

      [1] Stormtrooper Armor [Imperial]
      Possession * Armor
      Vitality +1
      Bearer must be an [Imperial] Clone.
      1C73

      [5] *Stormtrooper Brigade [Imperial]
      Minion * Clone
      Strength 10
      Vitality 4
      Site Number 4
      To play, spot an [Imperial] minion.
      At the start of the regroup phase, you may discard another [Imperial] Clone to take control of a site.
      1U74

      [4] *Stormtrooper Fanatic [Imperial]
      Minion * Clone
      Strength 10
      Vitality 2
      Site Number 4
      To play, spot an [Imperial] minion.
      Stormtrooper Fanatic is strength +1 for each [Imperial] condition you can spot.
      1R75

      [2] Stormtrooper Recruit [Imperial]
      Minion * Clone
      Strength 6
      Vitality 2
      Site Number 4
      When you play this minion, you may spot an [Imperial] Human to add [1].
      1C76

      (0) Stormtrooper Reinforcements [Imperial]
      Event * Regroup
      Spot X sites you control to play up to X [Imperial] minions from your discard pile.
      1U77

      [1] Stormtrooper Utility Belt [Imperial]
      Possession * Belt
      Bearer must be an [Imperial] Clone.
      Each time bearer is assigned to a skirmish, you may discard this possession to take an [Imperial] skirmish event into hand from your discard pile.
      1C78

      [2] *Tagge, Imperial General [Imperial]
      Minion * Human
      Strength 6
      Vitality 3
      Site Number 4
      Regroup: Exert Tagge and discard an [Imperial] Clone to take control of a site.
      1U79

      [3] *Tarkin, Fear-monger [Imperial]
      Minion * Human
      Strength 7
      Vitality 3
      Site Number 4
      Tarkin may not be assigned to a skirmish.
      Skirmish: Exert Tarkin and spot X [Imperial] minions assigned to a skirmish to make a companion skirmishing an [Imperial] minion strength –X.
      1R80

      [3] *Tarkin, Grand Moff [Imperial]
      Minion * Human
      Strength 7
      Vitality 3
      Site Number 4
      Tarkin may not be assigned to a skirmish.
      At the start of the regroup phase, you may exert Tarkin and discard 2 [Imperial] minions to take control of a site.
      1C81

      (0) Tracking [Imperial]
      Condition * Site
      To play, spot an [Imperial] minion. Plays on a site on the adventure path. Limit 1 per site.
      When you take control of this site, you may play an [Imperial] minion from your discard pile; that minion is credit cost -2 and is fierce until the end of the turn.
      1U82

      [8] *Vader, Agent of the Emperor [Imperial]
      Minion * Human
      Strength 14
      Vitality 4
      Site Number 3
      Sith. Fierce.
      Each time Vader wins a skirmish, you may exert him and spot another [Imperial] minion to take control of a site.
      1F83
      « Last Edit: August 16, 2011, 10:15:54 AM by menace64 »

      August 07, 2011, 07:53:58 PM
      Reply #18

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #18 on: August 07, 2011, 07:53:58 PM »
      Jedi - All Cards Written!

      An important note about this culture is that - at least for this first set - I wanted as many [Gandalf] cards as I could realistically include to be woven into what you'll find below. The cultural identity of the Jedi culture is similar enough to Gandalf's that it just makes sense to recycle what Decipher created; plus, reusing so many cards helps insure that this set will be balanced. So instead of announcing each time I've copied a card, see if you can't find the five or six cards that I made myself!

      [1] Affect Mind [Jedi]
      Event * Skirmish
      Force-skill.
      Spot Obi-Wan to make a minion strength -3.
      1R84

      (Force-skill is an unloaded keyword, used the same as Spell.)

      [1] Alter [Jedi]
      Event * Skirmish
      Force-skill.
      Make a minion skirmishing a knight lose all strength or damage bonuses.
      1U86

      [2] Attunement [Jedi]
      Condition * Support Area
      Force-skill.
      Response:
      If a companion is about to take a wound, spot 4 twilight tokens and exert Obi-Wan to prevent that wound.
      1C86

      (0) A Bad Feeling [Jedi]
      Event * Response
      Force-skill.
      If a skirmish event is played during a skirmish involving a companion (except the Apprentice), exert a knight to cancel that event.
      1C87

      (0) The Circle of Destiny [Jedi]
      Event * Assignment
      Exert Obi-Wan to assign him to skirmish a minion. That minion is strength -4 during that skirmish.
      1R88

      [1] Cleaving Blow [Jedi]
      Event * Skirmish
      Make a companion bearing a hand weapon strength +2 and damage +1.
      1C89

      [2] *Deep in Thought [Jedi]
      Condition * Support Area
      To play, spot Obi-Wan.
      At the start of each maneuver phase, you may discard a [Jedi] card from hand to take a [Jedi] card of the same card type into hand from your discard pile.
      1U90

      [1] Early Training [Jedi]
      Event * Alliance
      If the credit pool has fewer than 2 credits, spot Obi-Wan to look at the top 2 cards of your draw deck. Take one card into hand and discard the other.
      1C91

      [3] Gift of the Mentor [Jedi]
      Event * Alliance
      If the credit pool has fewer than 3 credits, spot Obi-Wan to look at the top 4 cards of your draw deck. Take 2 of those cards into hand and discard the rest.
      1R92

      [1] Guardian [Jedi]
      Condition
      Bearer must be a knight.
      Response: If a companion of less strength than bearer's is about to take a wound in a skirmish, exert bearer to prevent that wound.
      1U93

      [1] Knight's Robes [Jedi]
      Possession * Cloak
      Resistance +1
      Bearer must be a knight.
      Bearer takes no more than 1 wound during each phase.
      1U94

      [3] Krayt Dragon Howl [Jedi]
      Event * Alliance
      Force-skill.
      Exert Obi-Wan to discard every condition.
      1C95

      [3] Let Go [Jedi]
      Event * Regroup
      Force-skill.
      Spot Obi-Wan and discard a possession borne by a companion to heal that companion twice.
      1U96

      [2] *Moment of Respite [Jedi]
      Condition * Support Area
      At the start of the regroup phase, you may discard 2 cards from hand to heal a knight.
      1R97

      (0) A More Civilized Age [Jedi]
      Condition
      To play, exert a knight. Bearer must be a companion. Limit 1 per bearer.
      Bearer is strength +1 for each lightsaber you can spot.
      1R98

      [2] Mysterious Wizard [Jedi]
      Event * Skirmish
      Make Obi-Wan strength +2 (or +4 if you cannot spot 5 temptations).
      1C99

      (0) Noble Sacrifice [Jedi]
      Event * Skirmish
      Exert Obi-Wan to make another companion strength +3.
      1C100

      [4] *Obi-Wan, Aged Mentor [Jedi]
      Companion * Human
      Strength 8
      Vitality 3
      Resistance 9
      Knight.
      Each time you play a force-skill, you may draw a card.
      1R101

      [4] *Obi-Wan, Old Ben [Jedi]
      Companion * Human
      Strength 8
      Vitality 3
      Resistance 9
      Knight.
      Alliance:
      Exert Obi-Wan to play a companion; that companion's credit cost is -1.
      1U102

      [2] Obi-Wan's Lightsaber [Jedi]
      Artifact * Hand Weapon
      Strength +2
      Lightsaber. Bearer must be Obi-Wan.
      He is damage +1.
      Each time Obi-Wan wins a skirmish, you may exert him to discard a minion he is skirmishing.
      1R103

      (0) Obi-Wan's Wisdom [Jedi]
      Condition * Support Area
      The credit cost of each possession or artifact played on Obi-Wan (or the Apprentice) is -1.
      1U104

      [1] Old Fossil [Jedi]
      Event * Alliance
      Play Obi-Wan from your draw deck.
      1R105

      [2] Parry [Jedi]
      Event * Maneuver
      Spot a knight to return a weapon to its owner's hand.
      1U106

      [2] *Sense [Jedi]
      Condition * Support Area
      Force-skill. To play, exert a knight.
      The credit cost of each Shadow event is +1.
      1C107

      [1] Stand Against Darkness [Jedi]
      Event * Maneuver
      Exert a knight to discard a [Sith] condition, [Sith] possession, or a [Sith] starship.
      1C108

      [2] A Strong Influence [Jedi]
      Event * Response
      Force-skill.
      If a companion is about to take a wound, spot a knight to prevent that wound.
      1C109

      [2] *This One's Not Worth the Trouble [Jedi]
      Condition
      Force-skill.
      To play, exert a knight. Bearer must be a companion who is not a knight.
      Skirmish: Exert a knight to cancel a skirmish involving bearer. Discard this condition.
      1C110

      (0) Training Remote [Jedi]
      Follower
      Resistance +2
      Droid. Aid – add a temptation.
      To play, spot a knight.
      Each time bearer wins a skirmish, you may draw a card.
      1R111

      (0) *Trust Me [Jedi]
      Condition * Support Area
      Each time Obi-Wan wins a skirmish, you may exert him to remove a temptation.
      1C112

      [1] Use the Force, Luke [Jedi]
      Event * Alliance
      Force-skill.
      Spot Obi-Wan to reveal an opponent's hand.
      1U113
      « Last Edit: August 16, 2011, 04:41:21 PM by menace64 »

      August 07, 2011, 07:54:11 PM
      Reply #19

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #19 on: August 07, 2011, 07:54:11 PM »
      Rebellion - All Cards Written!

      [2] *Anakin's Lightsaber [Rebellion]
      Artifact * Hand Weapon
      Strength +2
      Lightsaber. Bearer must be Luke. He is damage +1.
      Assignment:
      Assign a minion not bearing a weapon to skirmish Luke. Exert that minion.
      1R114

      [1] *Artoo, Astromech Droid [Rebellion]
      Follower
      Droid. Aid – Add [1].
      To play, spot 2 [Rebellion] companions.
      Cards borne by bearer may not be discarded or returned to your hand by a Shadow player.
      1U115

      [1] *Artoo, Overweight Glob of Grease [Rebellion]
      Follower
      Droid. Aid – Add [2].
      To play, spot 2 [Rebellion] companions.
      Each time you play a skirmish event during a skirmish involving bearer, make bearer strength +2.
      1R116

      [2] *Biggs, Friend of Luke [Rebellion]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 7
      Skirmish: Exert Biggs to make Luke strength +1.
      1C117

      [2] *Charming to the Last [Rebellion]
      Condition * Support Area
      Response: If your [Rebellion] companion (except the Apprentice) is about to be killed, discard this condition to return him or her to your hand instead.
      1C118

      [3] *Chewie, Idealistic Fighter [Rebellion]
      Companion * Wookiee
      Strength 7
      Vitality 3
      Resistance 6
      Damage +1.
      Each time Chewie wins a skirmish, you may make a [Rebellion] companion strength +3 until the start of the regroup phase.
      1F119

      [2] Deft Words [Rebellion]
      Event * Response
      If a Shadow player plays an event or condition, exert your [Rebellion] companion to return that card to its owner's hand.
      1U120

      [1] A Diplomatic Mission [Rebellion]
      Condition * Support Area
      Response: If a [Rebellion] companion is about to take a wound in a skirmish, discard this condition to prevent that wound.
      1C121

      [3] Escape Pod [Rebellion]
      Event * Regroup
      Return a [Rebellion] companion (and all cards borne by that companion) to its owner's hand.
      1U122

      (0) Extraordinary Resilience [Rebellion]
      Event * Response
      If the Apprentice is about to heal, remove a temptation instead.
      1C123

      [1] *Fearless [Rebellion]
      Condition
      Vitality +1
      Bearer must be a [Rebellion] companion (except the Apprentice).
      Skirmish: Discard this condition to make bearer strength +2.
      1R124

      (0) *The Force is Strong With This One [Rebellion]
      Condition * Support Area
      Each time Luke wins a skirmish, you may heal him or remove a temptation.
      1U125

      (0) Greatest Need [Rebellion]
      Event * Skirmish
      Exert a [Rebellion] companion to discard cards from the top of your draw deck until you choose to stop (limit 5). Make that companion strength +1 for each Alliance card discarded in this way.
      1R126

      (0) Here to Rescue You [Rebellion]
      Event * Regroup
      Spot a [Rebellion] companion with resistance 6 or more to heal another companion.
      1C127

      (0) *Hidden Base [Rebellion]
      Condition * Support Area
      Each time a Shadow player takes control of a site, you may make your [Rebellion] companion strength +1 until the end of the turn.
      Skirmish: If bearing a weapon, exert your [Rebellion] companion (except the Apprentice) to wound a minion he or she is skirmishing twice. Discard this condition.
      1R128

      [1] Honor and Heroism [Rebellion]
      Event * Skirmish
      Make a [Rebellion] companion bearing a weapon strength +3.
      1C129

      [2] *Leia, Freedom Fighter [Rebellion]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 7
      Leia may not be overwhelmed unless her strength is tripled.
      1C130

      [2] *Leia, Imperial Senator [Rebellion]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 7
      Each time a [Rebellion] companion wins a skirmish, you may exert Leia to discard an [Imperial] card.
      Response: If Leia wins a skirmish, exert her to discard a Shadow card borne by a companion.
      1R131

      [1] *Leia's Blaster [Rebellion]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a [Rebellion] companion.
      If bearer is Leia, she is a marksman.
      1U132

      (0) *Luke, Attuned to the Force [Rebellion]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 8
      Apprentice.
      Alliance:
      Exert another companion to heal Luke.
      1U133

      (0) *Luke, Student of Kenobi [Rebellion]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 8
      Apprentice.
      Skirmish:
      Add a temptation to take a Force-skill into hand from your discard pile.
      "I want to learn the ways of the Force and become a Jedi like my father."
      1R134

      (0) Manipulator Arm [Rebellion]
      Possession * Attachment
      Bearer must be a droid.
      At the start of the regroup phase, if you cannot spot a minion, you may take the top card of your discard pile into your hand.
      1U135

      [3] Narrow Escape [Rebellion]
      Event * Skirmish
      Unless the Alliance is at a battleground site, cancel a skirmish involving your [Rebellion] companion.
      1C136

      [1] Our Lot in Life [Rebellion]
      Event * Alliance
      Spot 2 [Rebellion] companions to play a droid from your draw deck.
      1R137

      [1] Our Most Desperate Hour [Rebellion]
      Condition * Support Area
      To play, spot 2 [Rebellion] companions.
      Each time a [Rebellion] companion loses a skirmish, you may discard this condition to make another [Rebellion] companion strength +2 until the start of the regroup phase.
      1U138

      [1] Rebel Blaster [Rebellion]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a [Rebellion] companion.
      While skirmishing a minion not bearing a possession, bearer is damage +1.
      1C139

      [2] Rebel Guard [Rebellion]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 6
      While bearing a weapon, this companion is strength +2.
      1U140

      [1] Rebel Trooper [Rebellion]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 7
      1C141

      [1] Rebel's Hope [Rebellion]
      Event * Skirmish
      Add a temptation to make a [Rebellion] companion strength +3.
      1C142

      [1] *Resourcefulness [Rebellion]
      Condition
      Bearer must be a [Rebellion] companion.
      Maneuver: Discard this condition to make each [Rebellion] companion strength +2 until the start of the regroup phase.
      1C143

      [1] *Revolution [Rebellion]
      Condition * Support Area
      To play, spot 3 [Rebellion] companions.
      You may liberate a site at the end of each turn during which no companion lost a skirmish.
      1R144

      [1] Stolen Armor [Rebellion]
      Possession * Armor
      Bearer must be a [Rebellion] companion.
      Each time an [Imperial] or [Sith] Clone exerts, you may remove [1].
      1U145

      [1] Strength of Spirit [Rebellion]
      Event * Response
      If a companion is about to exert, spot 2 [Rebellion] companions bearing weapons to place no token for that exertion.
      1C146

      (0) *Taken Captive [Rebellion]
      Condition
      Bearer must be a [Rebellion] companion (except the Apprentice).
      Bearer may not be assigned to a skirmish.
      Regroup: Discard this condition to discard a minion.
      1R147

      [1] *Threepio, Mindless Philosopher [Rebellion]
      Follower
      Droid. Aid – add [2].
      To play, spot 2 [Rebellion] companions
      At the start of each skirmish involving bearer, you may exert a minion assigned to the same skirmish.
      1R148

      [1] *Threepio, Protocol Droid [Rebellion]
      Follower
      Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
      To play, spot 2 [Rebellion] companions.
      While bearer does not bear a weapon, he or she is strength +1.
      1C149

      (0) Trooper's Helmet [Rebellion]
      Possession * Helm
      Bearer must be a [Rebellion] character.
      Minions skirmishing bearer lose all damage bonuses.
      1R150
      « Last Edit: August 16, 2011, 05:05:53 PM by menace64 »

      August 07, 2011, 07:54:20 PM
      Reply #20

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #20 on: August 07, 2011, 07:54:20 PM »
      Sith - All Cards Written!

      (0) Alternative Form of Persuasion [Sith]
      Event * Maneuver
      Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less.
      1C151

      [3] *Backstabber, Black Squadron Ace [Sith]
      Minion * Clone
      Strength 9
      Vitality 2
      Site Number 3
      Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may exert that companion to prevent this.
      1C152

      [2] Black Squadron Pilot [Sith]
      Minion * Clone
      Strength 8
      Vitality 2
      Site Number 3
      When you play this minion, you may play a [Sith] minion from your discard pile.
      1R153

      [3] Closing In [Sith]
      Event * Shadow
      Play a [Sith] minion from your draw deck.
      1C154

      (0) Come With Me [Sith]
      Event * Shadow
      Exert a [Sith] minion to play a [Sith] minion from your discard pile.
      1U155

      [1] *Dark Collaboration [Sith]
      Condition * Support Area
      Each time a [Sith] minion wins a skirmish, heal an [Imperial] minion.
      Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1.
      1C156

      [4] *Dark Curse, Black Squadron Ace [Sith]
      Minion * Clone
      Strength 10
      Vitality 2
      Site Number 3
      When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase.
      1R157

      (0) Dark Fury [Sith]
      Event * Skirmish
      Force-skill.
      Exert a [Sith] minion to make that minion strength +3.
      1C158

      [2] *Dark Hours [Sith]
      Condition
      To play, exert a Sith. Bearer must be a companion (except the Apprentice).
      Bearer may not be assigned to a skirmish. Discard this condition at the start of the regroup phase.
      1U159

      [2] The Emperor's Will [Sith]
      Event * Regroup
      Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this.
      1U160

      (0) Face Him Alone [Sith]
      Event * Assignment
      Spot 4 temptations and exert a Sith to assign a companion (except the Apprentice) to skirmish that Sith.
      1R161

      (0) I Find Your Lack of Faith Disturbing [Sith]
      Event * Skirmish
      Spot 3 temptations to make a Sith strength +1 and damage +1, or spot 6 temptations to make a Sith strength +3 and damage +2.
      1R162

      (0) In the Dark Jedi's Wake [Sith]
      Event * Response
      If a Sith wins a skirmish, the Alliance player chooses to either exert the Apprentice or add a temptation.
      1R163

      [3] *Mauler, Black Squadron Ace [Sith]
      Minion * Clone
      Strength 9
      Vitality 2
      Site Number 3
      When you play Mauler, you may spot 3 temptations to take a [Sith] condition into hand from your discard pile.
      1U164

      (0) Mind Probe [Sith]
      Event * Shadow
      Force-skill.
      Exert a Sith to reveal the Alliance player's hand. Discard a revealed Alliance card.
      1R165

      [2] Not Easily Destroyed [Sith]
      Condition * Support Area
      Shadow: Discard 3 [Sith] cards from hand to play a Sith from your discard pile.
      1U166

      (0) Relentless [Sith]
      Event * Response
      If a Sith was just assigned to skirmish a companion, until the start of the regroup phase that Sith may only be assigned to that companion.
      1C167

      (0) *Sith Armor [Sith]
      Artifact * Armor
      Vitality +1
      Bearer must be Vader.
      The Alliance crossfire total is -1.
      Response: If Vader is about to take a wound, discard a [Sith] force-skill from hand to prevent that wound.
      1R168

      [2] Sith Power [Sith]
      Event * Assignment
      Force-skill.
      Exert a Sith to discard 2 Alliance conditions.
      1C169

      (0) Sith Strangle [Sith]
      Event * Maneuver
      Force-skill.
      Exert a Sith to wound a companion (except the Apprentice).
      1R170

      [3] *Tarkin, Aligned to Evil [Sith]
      Minion * Human
      Strength 7
      Vitality 3
      Site Number 4
      Tarkin may not be assigned to a skirmish.
      Each time another [Sith] minion would exert or take a wound, you may exert Tarkin to place no token for that exertion or wound.
      1U171

      [1] Terror [Sith]
      Event * Shadow
      Force-skill.
      Spot a Sith and a companion. Until the start of the regroup phase, followers may not be transferred to that companion.
      1U172

      (0) Trapped and Alone [Sith]
      Condition
      To play, exert a Sith. Bearer must be a companion. Limit 1 per companion.
      Add a burden at the end of each turn during which bearer was not assigned to a skirmish (and another companion was).
      1U173

      (0) A Tremor in the Force [Sith]
      Condition
      To play, exert a Sith. Bearer must be a companion.
      When bearer leaves play, add [4].
      1U174

      [8] *Vader, Devoted to the Force [Sith]
      Minion * Human
      Strength 14
      Vitality4
      Site Number 3
      Sith. Fierce.
      Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force).
      1C175

      (Sith is an unloaded keyword.)

      [8] *Vader, Sith Warrior [Sith]
      Minion * Human
      Strength 14
      Vitality 4
      Site Number 3
      Sith. Fierce.
      Skirmish:
      Exert Vader twice to make him strength +1 for each temptation you spot (limit +5).
      1R176

      (0) Vader's Obsession [Sith]
      Event * Shadow
      Play a Sith. Its credit cost is -2.
      1R177

      [1] *Weapon of the Sith [Sith]
      Artifact * Hand Weapon
      Strength +2
      Lightsaber. Bearer must be Vader. He is damage +1.
      Skirmish:
      Exert Vader and spot a companion he is skirmishing. That companion does not gain strength bonuses from possessions.
      1R178

      [1] You Are Weak [Sith]
      Condition * Support Area
      Resistance -1
      Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer.
      To heal a wound from this companion, the Alliance player must first add [2].
      1R179
      « Last Edit: August 16, 2011, 06:40:21 PM by menace64 »

      August 07, 2011, 07:54:30 PM
      Reply #21

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #21 on: August 07, 2011, 07:54:30 PM »
      Tatooine (Alliance) - All Cards Written!

      [1] *Artoo, Quirky and Troublesome [Tatooine]
      Companion * Droid
      Strength 4
      Vitality 4
      To play, spot a [Tatooine] companion.
      Artoo may not exert or be exerted.
      Artoo is strength +1 while bearing an attachment.
      1C181

      [1] *Beru, Guardian of Luke [Tatooine]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 7
      Skirmish: Exert Beru to make a minion skirmishing a [Tatooine] companion strength -1.
      1C183

      [1] *Beru's Stew [Tatooine]
      Condition * Support Area
      While the alliance is at a dwelling site, at the start of the alliance phase, you may heal a [Tatooine] companion.
      Regroup: Discard this condition to remove a temptation.
      1U184

      (0) Blue Milk [Tatooine]
      Event * Alliance
      Spot 2 [Tatooine] companions to heal a [Tatooine] companion.
      1C185

      [2] *Crash Site Memorial [Tatooine]
      Condition * Support Area
      To play, exert a [Tatooine] companion.
      Response: If there are no cards stacked here, spot your [Tatooine] card that is about to be discarded to stack it here instead.
      Alliance: Add [1] to take a card stacked here into your hand.
      1R186

      (0) Desert Poncho [Tatooine]
      Possession * Cloak
      Bearer must be a [Tatooine] companion.
      The minion crossfire total is -1.
      1C187

      [2] Going Nowhere [Tatooine]
      Condition * Support Area
      Skirmish: Discard this condition to cancel a skirmish involving a [Tatooine] companion that is not bearing a weapon.
      1C191

      [1] A Hard Life [Tatooine]
      Event * Skirmish
      Unless the alliance is at a battleground site, cancel a skirmish involving a [Tatooine] companion.
      1U192

      [1] Hunting Rifle [Tatooine]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a [Tatooine] companion.
      At the start of the crossfire phase, you may wound a creature.
      1C194

      [1] Hydroponics Droid [Tatooine]
      Follower
      Droid. Aid – add [1]. (At the start of the maneuver phase, you may remove [1] to transfer this follower to a companion.)
      To play, spot a [Tatooine] companion.
      While at a dwelling site, bearer is strength +2.
      1C195

      (0) Landspeeder [Tatooine]
      Possession * Vehicle
      Strength +1
      Bearer must be a [Tatooine] companion.
      Each time the alliance moves during the regroup phase, you may heal bearer.
      1R203

      (0) *Luke, Young Farmhand [Tatooine]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 8
      Apprentice.
      At the start of each alliance phase, you may spot another [Tatooine] companion to heal Luke.
      1C204

      (0) Macrobinoculars [Tatooine]
      Possession
      Bearer must be a [Tatooine] companion.
      Alliance: Exert bearer to reveal the top card of your draw deck. If that card is a [Tatooine] card, you may take it into hand.
      1U205

      (0) On the Edge [Tatooine]
      Event * Skirmish
      Make a minion skirmishing your [Tatooine] companion strength -2.
      1C207

      [1] *Owen, Guardian of Luke [Tatooine]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 7
      While Luke has less than 2 wounds, Owen is strength +2.
      1C208

      (0) Power Droid [Tatooine]
      Follower
      Droid. Aid – discard 2 cards from hand.
      To play, spot a [Tatooine] companion.
      Each time bearer wins a skirmish, you may draw a card.
      1U209

      [1] *Threepio, Just an Interpreter [Tatooine]
      Companion * Droid
      Strength 3
      Vitality 3
      To play, spot a [Tatooine] companion.
      Threepio may not exert or be exerted.
      Each other [Tatooine] companion is strength +1 while skirmishing a minion of a different race.
      1U212

      (0) Vaporator [Tatooine]
      Possession * Support Area
      To play, spot a [Tatooine] companion.
      The credit cost of each desert site is -1 (to a minimum of 1).
      Regroup: Play a [Tatooine] possession from your discard pile. Discard this possession.
      1U222

      [2] *Wuher, Gruff Bartender [Tatooine]
      Companion * Human
      Strength 6
      Vitality 3
      Resistance 6
      Droid followers may not be transferred to Wuher.
      Alliance: If the alliance is at a dwelling site, exert Wuher to heal another companion.
      1R223
      « Last Edit: August 16, 2011, 07:41:30 PM by menace64 »

      August 07, 2011, 07:54:44 PM
      Reply #22

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #22 on: August 07, 2011, 07:54:44 PM »
      Tatooine (Shadow) - All Cards Written!

      (0) Ambushed [Tatooine]
      Event * Assignment
      Spot a Tusken to play a Tusken.
      1R180

      (0) Bantha [Tatooine]
      Possession * Mount
      Strength +2
      Bearer must be a Tusken.
      When you play this possession, you may reveal the top card of your creature deck. If that card is a creature, you may play it; if not, place it at the bottom of your creature deck.
      1R182

      (0) Droid Caller [Tatooine]
      Possession
      Strength +1
      Bearer must be a Jawa. Limit 1 per bearer.
      Each droid companion is strength -1 while skirmishing a [Tatooine] minion.
      Regroup: Exert bearer to discard a droid follower.
      1C188

      [1] *Droid Junkheap [Tatooine]
      Condition * Support Area
      Each time a droid is discarded, you may spot a Jawa to stack a [Tatooine] card from your hand here.
      Each time the alliance moves during the regroup phase, the Alliance player must wound a companion for each card stacked here.
      1R189

      (0) Gaderffi Stick [Tatooine]
      Possession * Hand Weapon
      Strength +3
      Bearer must be a Tusken.
      1C190

      [2] Hiding Their Numbers [Tatooine]
      Event * Skirmish
      Make your Tusken strength +2. If it wins the skirmish, add [4].
      1C193

      [2] Jawa Deceiver [Tatooine]
      Minion * Jawa
      Strength 6
      Vitality 3
      Site Number 5
      Maneuver: Exert this minion to add [2].
      1U196

      (0) Jawa Ion Gun [Tatooine]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a Jawa.
      Skirmish: Exert bearer to make it strength +1 for each droid you can spot.
      1C197

      [3] Jawa Leader [Tatooine]
      Minion * Jawa
      Strength 8
      Vitality 3
      Site Number 5
      While you can spot 4 Jawas, [Tatooine] minions are credit cost -1.
      1C198

      [4] Jawa Shaman [Tatooine]
      Minion * Jawa
      Strength 9
      Vitality 3
      Site Number 5
      Each time you play a [Tatooine] minion, you may exert this minion to make that minion's credit cost -2.
      1R199

      [2] Jawa Thief [Tatooine]
      Minion * Jawa
      Strength 7
      Vitality 2
      Site Number 5
      Shadow: Exert this minion to add [1].
      1C200

      [1] Jawa Trader [Tatooine]
      Minion * Jawa
      Strength 4
      Vitality 1
      Site Number 5
      When you play this minion, you may spot a droid to add [2].
      1C201

      [4] *Jawa Warden [Tatooine]
      Minion * Jawa
      Strength 7
      Vitality 3
      Site Number 5
      For each droid you can spot, other Jawas are strength +1.
      1R202

      [3] *Nebit, Tribal Leader [Tatooine]
      Minion * Jawa
      Strength 9
      Vitality 2
      Site Number 5
      While the alliance is at a desert site, [Tatooine] minions are not roaming.
      Skirmish: Exert Nebit and spot X [Tatooine] minions to make him strength +X.
      1R206

      (0) Restraining Bolt [Tatooine]
      Possession
      To play, spot a Jawa. Bearer must be a droid follower.
      While you can spot a Jawa, bearer may not be transferred to companions.
      1C210

      [2] Sandcrawler [Tatooine]
      Possession * Vehicle
      Strength +3
      Bearer must be a Jawa.
      Bearer may not take wounds (except during a skirmish).
      1U211

      [6] *Tusken Chieftain [Tatooine]
      Minion * Tusken
      Strength 11
      Vitality 2
      Site Number 5
      While Tusken Chieftain is unwounded, other Tuskens may not take wounds.
      1R213

      [4] Tusken Follower [Tatooine]
      Minion * Tusken
      Strength 9
      Vitality 2
      Site Number 5
      Each time a [Tatooine] minion wins a skirmish, you may make this minion strength +2 or damage +1 until the start of the regroup phase.
      1R214

      [3] Tusken Marksman [Tatooine]
      Minion * Tusken
      Strength 8
      Vitality 1
      Site Number 5
      Marksman. (Add 1 to the minion crossfire total.)
      1C215

      [3] Tusken Nomad [Tatooine]
      Minion * Tusken
      Strength 8
      Vitality 1
      Site Number 5
      While at a desert site, your Tuskens are not roaming.
      1U216

      [4] Tusken Raiders [Tatooine]
      Minion * Tusken
      Strength 9
      Vitality 2
      Site Number 5
      At the start of the regroup phase, you may reveal the top card of your creature deck. If the revealed card is a creature, you may play a Tusken from your discard pile.
      1C217

      [2] Tusken Rifle [Tatooine]
      Possession * Ranged Weapon
      Strength +2
      Bearer must be a Tusken. Bearer is a marksman.
      At the start of the crossfire phase, add [1] for each Tusken minion you can spot.
      1R218

      [3] Tusken Slayer [Tatooine]
      Minion * Tusken
      Strength 7
      Vitality 2
      Site Number 5
      When you play this minion, you may play a [Tatooine] possession from your draw deck.
      1R219

      [4] *Tusken Vagabond [Tatooine]
      Minion * Tusken
      Strength 10
      Vitality 2
      Site Number 5
      While bearing a weapon, Tusken Vagabond is strength +1.
      1U220

      [2] Tusken Warrior [Tatooine]
      Minion * Tusken
      Strength 6
      Vitality 2
      Site Number 5
      1C221
      « Last Edit: August 16, 2011, 07:38:40 PM by menace64 »

      August 07, 2011, 07:54:57 PM
      Reply #23

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #23 on: August 07, 2011, 07:54:57 PM »
      The Creature Deck - All Cards Written!

      Before I really get started with showing these off, I'd like to explain the Habitat mechanic. I realized when I started designing these creatures that their cards would actually look quite empty - no culture to speak of, no credit cost, and no resistance or site numbers in the bottom-left corner. Boring! So the first thing I thought up stuck: each creature has, instead of resistance or site numbers, a habitat icon, and each site keyword would get its own unique icon. For example, desert sites will have a little desert-themed picture somewhere on its card, and when you play a creature you'll know if it's at the right site based on if the icons match up.

      The habitat bonus is extremely simple: when a creature is in its habitat, it's strength +1. I was going for flavor more than anything, that and the need to fill up space on an otherwise-barren card.

      Make sure to look back on the first page for a detailed explanation of how the Creature Deck works.

      \C/ Dark Waters
      Condition * Site
      Limit 1 per site. When you play this condition, you may draw up to 2 more cards from your creature deck.
      This site gains Wild 2.
      1C224

      (Basically, you play it and get 2 extra cards, and if another player happens to move to the site later on, you still get 2 more cards!)

      \C/ Dianoga
      Creature
      Strength 10
      Vitality 4
      Habitat: Swamps
      Fierce.
      A companion skirmishing this creature is strength -1 for each wound that companion has.
      1R225

      \C/ Greater Dragon Bones
      Condition * Support Area
      Each creature in its habitat may not be exerted by Alliance cards.
      Skirmish: Discard this condition to make a creature damage +1.
      1U226

      \C/ Jerba
      Creature
      Strength 6
      Vitality 2
      Habitat: Deserts, dwellings
      Skirmish: Discard this creature to make another creature strength +3.
      1U227

      \C/ *Krayt Dragon
      Creature
      Strength 16
      Vitality 3
      Habitat: Deserts
      Each time Krayt Dragon wins a skirmish, you may exert it to make it fierce until the start of the regroup phase.
      Skirmish: Discard another creature to make Krayt Dragon damage +1.
      1F228

      \C/ Scurrier
      Creature
      Strength 5
      Vitality2
      Habitat: Dwellings
      This creature may not take wounds during the crossfire phase.
      1C229

      \C/ Sunsdown
      Condition * Support Area
      Creatures may not take more than 1 wound during each phase.
      Regroup: Discard this condition to shuffle any creature deck.
      1C230

      \C/ Tentacle
      Event * Assignment
      Exert a creature to assign it to skirmish a companion. That companion may exert to prevent this.
      1C231

      \C/ Wild Bantha
      Creature
      Strength 9
      Vitality 3
      Habitat: Deserts
      You may play Tuskens as if no creatures were in play.
      1U232

      \C/ Wild Dewback
      Creature
      Strength 9
      Vitality 3
      Habitat: Deserts
      You may play [Imperial] Clones as if no creatures were in play.
      1U233

      \C/ Wild Ronto
      Creature
      Strength 9
      Vitality 3
      Habitat: Deserts, dwellings
      You may play Jawas as if no creatures were in play.
      1U234

      \C/ Womp Rat
      Creature
      Strength 3
      Vitality 1
      Habitat: Dwellings (While at a dwelling site, this creature is strength +1.)
      1C235
      « Last Edit: August 16, 2011, 07:49:42 PM by menace64 »

      August 07, 2011, 07:55:11 PM
      Reply #24

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #24 on: August 07, 2011, 07:55:11 PM »
      The Adventure Path - All Cards Written!

      (W) Anchorhead [2]
      Dwelling. No more than 1 minion can be assigned to each skirmish.
      <-----
      1C236

      (W) Cantina [2]
      Dwelling. Each character bearing a weapon is damage +1.
      <-----
      1U237

      (W) Cell Block 1138 [2]
      Station. Characters may not be overwhelmed unless their strength is tripled.
      ----->
      1U238

      (W) Conference Room (0)
      Station. Shadow: Play a Sith to discard a condition.
      <-----
      1C239

      (W) Control Core [2]
      Station. Each time your character wins a skirmish, you may heal a character of another culture.
      ----->
      1C240

      (W) Control Room [1]
      Battleground. Station. At the end of your shadow phase, you may exert your [Imperial] Human to play an [Imperial] condition from your discard pile.
      <-----
      1C241

      (W) Death Star War Room [1]
      Station. Shadow: Spot 5 [Imperial] Clones to prevent the alliance from moving again this turn.
      ----->
      1U242

      (W) Dense Jungle (0)
      Forest. Swamp. Wild 4. Creatures are strength +1.
      ----->
      1C243

      (W) Docking Bay 94 [3]
      Battleground. At the start of your alliance phase, you may add a temptation to play a [Fringe] companion from your draw deck.
      ----->
      1C244

      (W) Docking Bay 327 [1]
      Station. Skirmish: Exert your character to make it strength +2.
      ----->
      1C245

      (W) Dune Sea (0)
      Desert. Wild 3. Each time your creature wins a skirmish, you may heal it.
      <-----
      1C246

      (W) Empty Hallway (0)
      Battleground. Station. Maneuver: Remove [2] and exert your minion to make that minion fierce until the start of the regroup phase.
      <-----
      1U247

      (W) Falcon's Cabin [3]
      At the start of your alliance phase, you may discard a [Fringe] card from hand to heal your [Fringe] companion.
      <-----
      1C248

      (W) Falcon's Cockpit [2]
      Your [Fringe] companions are each resistance +1.
      ----->
      1U249

      (W) Grand Audience Chamber [2]
      When the alliance moves to this site, the Alliance player may play a [Rebellion] weapon from his or her discard pile.
      ----->
      1U250

      (W) Imperial Cell [2]
      Battleground. Station. Each character bearing a weapon is strength +2.
      <-----
      1C251

      (W) Jawa Camp [2]
      Desert. Mountain. Each time you play an artifact or possession on your character, you may draw a card.
      ----->
      1C252

      (W) Jawa Canyon [1]
      Desert. Wild 3. Each time you play a Jawa, you may exert it to add [1].
      ----->
      1U253

      (W) Jundland Wastes (0)
      Desert. Wild 5. While you can spot a creature, the alliance crossfire total is -2.
      ----->
      1C254

      (W) Krayt Dragon Pass (0)
      Desert. Wild 6. Shadow: Discard 2 \C/ cards (from hand or from play) to play a creature from your creature deck (limit once per turn).
      <-----
      1U255

      (W) Lars' Moisturefarm [3]
      Desert. Dwelling. At the start of your alliance phase, you may exert 2 [Tatooine] companions to play a [Tatooine] companion from your draw deck.
      ----->
      1C256

      (W) Massassi Ruins [1]
      Forest. Wild 2. At the start of the crossfire phase, you may spot 2 [Rebellion] companions to wound a creature.
      <-----
      1C257

      (W) Mos Eisley Alley [2]
      Wild 2. Each character (except [Fringe] characters) is credit cost +1.
      <-----
      1C258

      (W) Mos Eisley Avenue [1]
      Each unique [Fringe] character is damage +1.
      <-----
      1C259

      (W) Obi-Wan's Hut [3]
      Dwelling. Each time a knight wins a skirmish, the Alliance player may discard a condition.
      ----->
      1U260

      (W) Obi-Wan's Living Room [2]
      Dwelling. Alliance: Exert Obi-Wan to play a lightsaber from your draw deck.
      ----->
      1C261

      (W) Scrap-pile [1]
      Each droid is credit cost +2.
      ----->
      1C262

      (W) Staging Area [3]
      Alliance: Discard a [Rebellion] card from hand to heal a [Rebellion] companion.
      <-----
      1C263

      (W) Tatooine Spaceport (0)
      Desert. Each companion is credit cost +2.
      <-----
      1C264

      (W) Trading Route (0)
      Desert. Mountain. The minion crossfire total is +2 for each companion in the alliance over 4.
      <-----
      1C265

      (W) Trash Compactor [2]
      Station. Swamp. Wild 5. Skip the crossfire phase.
      ----->
      1U266

      (W) Tusken Canyon [1]
      Desert. Mountain. The first Tusken played at this site is credit cost -4.
      <-----
      1C267

      (W) Yavin War Room [3]
      Each time a companion wins a skirmish, you may discard a card of the same culture from your hand to heal that companion.
      ----->
      1U268
      « Last Edit: August 16, 2011, 08:19:17 PM by menace64 »

      August 07, 2011, 08:32:54 PM
      Reply #25

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #25 on: August 07, 2011, 08:32:54 PM »
      So everything I've designed is up now. Take a look at the setlist back on page one, and if you see a card that you'd like to claim as your own just write it up and hit submit!
      « Last Edit: August 07, 2011, 09:02:29 PM by menace64 »

      August 08, 2011, 08:11:17 PM
      Reply #26

      azogsbane

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      Re: The Next SW/LotR Project is Underway!
      « Reply #26 on: August 08, 2011, 08:11:17 PM »
      [1] Jabba's Bounty [Fringe]
      Condition
      Bounty. To play, exert a [Fringe] minion. Bearer must be a companion. Limit 1 per companion.
      Bearer's credit cost is +2.
      1U24

      I love it! Your whole bounty hunter/credit cost thing is a really cool idea!


      [1] *Owen, Guardian of Luke [Tatooine]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 7
      While Luke has less than 2 wounds, Owen is strength +2.
      1C207

      I think this card needs to be re-worded. I'll bet you are planning to make some alternate apprentices at some point. So what happens if you don't have Luke at all? Things would be more clear if you made it "While you can spot Luke and he has less than two wounds..."

      August 08, 2011, 08:47:40 PM
      Reply #27

      menace64

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      Re: The Next SW/LotR Project is Underway!
      « Reply #27 on: August 08, 2011, 08:47:40 PM »
      Honestly, man, I knew that would end up being an issue down the road when Alternate Apprentices show up, but I still "assumed" when I wrote Owen that Luke would always be in play. Keep in mind that I'm making a conscious effort to stay 'in character' when making this set: Star Wars is currently breaking all kinds of blockbuster records - it's in its thirteenth week in theatres and is showing no signs of slackening in attendance - and I, the lead designer for the base set, can only base my knowledge of the universe based on this first movie. Everyone knows there will be sequels, but they just don't exist yet!

      That's also why I'm not using any Destined or unbound mechanics yet... all of our heroes are struggling along the same plot.

      I just posted most of the [Sith] culture!
      « Last Edit: August 08, 2011, 08:55:32 PM by menace64 »

      August 09, 2011, 06:43:32 AM
      Reply #28

      azogsbane

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      Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
      « Reply #28 on: August 09, 2011, 06:43:32 AM »
      Gotcha.

      August 09, 2011, 07:46:03 AM
      Reply #29

      LOTRFreak15

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      Re: The Next SW/LotR Project is Underway! (Sith Culture goes up!)
      « Reply #29 on: August 09, 2011, 07:46:03 AM »
      Dude these are sick!

      August 09, 2011, 10:47:31 PM
      Reply #30

      menace64

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      Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
      « Reply #30 on: August 09, 2011, 10:47:31 PM »
      I've been avoiding all of the followers, mostly because I just don't think I'm very good at writing follower cards. They're all droids in this set, and every Alliance culture gets at least one. If you feel like giving it a shot, here is a list of them:

      (Twilight Cost) Treadwell Droid [Fringe]
      Follower
      Droid. Aid -
      1U41

      (Twilight Cost) Training Remote [Jedi]
      Follower
      Droid. Aid -
      1R111

      (Twilight Cost) *Artoo, Astromech Droid [Rebellion]
      Follower
      Droid. Aid -
      1U115

      (Twilight Cost) *Artoo, Overweight Glob of Grease [Rebellion]
      Follower
      Droid. Aid -
      1R116

      (Twilight Cost) *Threepio, Mindless Philosopher [Rebellion]
      Follower
      Droid. Aid -
      1R148

      (Twilight Cost) *Threepio, Protocol Droid [Rebellion]
      Follower
      Droid. Aid -
      1C149

      (Twilight Cost) Hydroponics Droid [Tatooine]
      Follower
      Droid. Aid -
      1C194

      (Twilight Cost) Power Droid [Tatooine]
      Follower
      Droid. Aid -
      1U208

      Droid is an unloaded keyword. Down the road there will be a class of possessions that play onto droids (there's one in this first set called Manipulator Arm), and droids won't always be followers - Artoo and Threepio show up in the Tatooine culture as companions. I need help developing a good 'droid' flavor for these cards! Any ideas?

      August 10, 2011, 07:50:20 AM
      Reply #31

      sickofpalantirs

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      Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
      « Reply #31 on: August 10, 2011, 07:50:20 AM »
      Are you having shadow followers or all these all free peoples followers?


      (0) Alternative Form of Persuasion [Sith]
      Event * Maneuver
      Spot a Sith to wound a companion (except the Apprentice) with resistance 3 or less.
      1C151

      Heck, I'd say if the Apprentice has less then 3 resistance let them wound him too! you might want to give it cost (1) if you did that though...


      [2] *Backstabber, Black Squadron Ace [Sith]
      Minion * Clone
      Strength 9
      Vitality 2
      Site Number 3
      Assignment: Exert Backstabber to assign him to skirmish a companion. The Alliance player may remove [1] to prevent this.
      1C152

      Wait, is this a canon name? Wait what? Why would the Alliance not want to prevent that?  I'd just leave it with the standard may exert that companion...then if you exhaust them :).  But then an exception for the RB might be in order.



      [1] *Dark Collaboration [Sith]
      Condition * Support Area
      Each time an [Imperial] minion wins a skirmish, heal a [Sith] minion.
      Skirmish: Discard an [Imperial] minion to make a [Sith] minion strength +1.
      1C156

      I'd make the healing from Sith to Imperial.


      [4] *Dark Curse, Black Squadron Ace [Sith]
      Minion * Clone
      Strength 11
      Vitality 2
      Site Number 3
      When you play Dark Curse, you may spot 4 temptations to make another [Sith] minion strength +3 until the start of the regroup phase.
      1R157

      strength 11 seems a tad bit high, especially for the first set.  Is there going to be a pilot keyword at all?



      [2] The Emperor's Will [Sith]
      Event * Regroup
      Spot a Sith and an exhausted companion to add a temptation. The Alliance player may exert a companion to prevent this.
      1U160

      Love it.


      (0) *Sith Armor [Sith]
      Artifact * Armor
      Vitality +1
      Bearer must be Vader.
      The Alliance crossfire total is -1.
      Response: If Vader is about to take a wound, discard a [Sith] force-skill to prevent that wound.
      1R168

      Are there force-skill conditions?  or should it be elaborated as from hand?



      (0) A Tremor in the Force [Sith]
      Condition
      To play, exert a Sith. Bearer must be a companion.
      When bearer leaves play, add [4].
      1U174

      how much does that actually help? I guess to stop a double move.  I'd like add a temptation personally.


      [8] *Vader, Devoted to the Force [Sith]
      Minion * Cyborg
      Strength 14
      Vitality4
      Site Number 3
      Sith. Fierce.
      Each time Vader wins a skirmish, you may exert him to add a temptation (or 2 temptations if the Apprentice is using The Force).
      1C175

      cool alright...cool cool, alright :)


      [8] *Vader, Sith Warrior [Sith]
      Minion * Cyborg
      Strength 14
      Vitality 4
      Site Number 3
      Sith. Fierce.
      Skirmish:
      Exert Vader twice to make him strength +1 for each temptation you spot (limit +5).
      1R176

      thats kinda nasty with Vader's armors vitality bonus :)


      [1] You Are Weak [Sith]
      Condition * Support Area
      Resistance -1
      Response: If a companion loses a skirmish to a [Sith] minion, transfer this condition from your support area to that companion. Limit 1 per bearer.
      To heal a wound from this companion, the Alliance player must first add [2].
      1R179

      I feel like the wording is a little off.  Perhaps each time bearer heals, add [2]?  That leaves it open to shadow healer exploitation though.
      « Last Edit: August 10, 2011, 08:01:01 AM by sickofpalantirs »
      Felipe Musco:
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      August 10, 2011, 12:01:08 PM
      Reply #32

      menace64

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      Re: The Next SW/LotR Project is Underway! (The Rebels are here!)
      « Reply #32 on: August 10, 2011, 12:01:08 PM »
      Yes, all of those followers are Alliance. There are a few Shadow followers in the set, and more will come up in expansions.

      I made a bunch of changes in response to your suggestions. Good calls.

      August 11, 2011, 08:17:55 AM
      Reply #33

      sickofpalantirs

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      Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
      « Reply #33 on: August 11, 2011, 08:17:55 AM »

      [2] Precision Targeting [Imperial]
      Event * Crossfire
      Exert an [Imperial] minion bearing a ranged weapon to make he minion crossfire total +1.
      1U67

      Compare to Cloud of Arrows.  Granted, we are in the first base set, but still.  I'd say put it at cost 1 at the most.  And it should be the minion crossfire, not he minion crossfire  :P

      This is the only Imperial card I had a problem with.  Rest are awesome!
      Felipe Musco:
      (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
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      August 11, 2011, 11:53:37 AM
      Reply #34

      FM

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      Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
      « Reply #34 on: August 11, 2011, 11:53:37 AM »
      I kinda fell it should, well, "target", if you know what I mean.

      August 11, 2011, 11:57:49 AM
      Reply #35

      menace64

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      Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
      « Reply #35 on: August 11, 2011, 11:57:49 AM »
      [1] Precision Targeting [Imperial]
      Event * Crossfire
      Exert an [Imperial] minion bearing a ranged weapon to wound a companion (except the Apprentice).
      1U67

      How about that?

      August 11, 2011, 12:22:25 PM
      Reply #36

      leokula

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      Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
      « Reply #36 on: August 11, 2011, 12:22:25 PM »
      So what's the conceptual objective of the game? You have to "carry" the force through 9 sites for what? Who's going to be the apprentice after luke?

      August 11, 2011, 03:23:47 PM
      Reply #37

      menace64

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      Re: The Next SW/LotR Project is Underway! (A boat-load of Imperials!)
      « Reply #37 on: August 11, 2011, 03:23:47 PM »
      Hmm I hadn't really thought much about it, and I guess the answer would be:

      Follow the adventures of Luke as he calls upon his friends and new allies in order to take on the evil might of the Empire. Luke must learn in the ways of the Force if he is to triumph over galactic darkness!

      So it's not that he's carrying the Force, but instead his journey is learning to develop and control it. Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture. What might happen is that I'll have a Han apprentice that says "Han may not use The Force" but he'd still gain and built-in strength/vitality/resistance bonuses.

      And on that note, a big difference between this first set and Fellowship of the Ring is the lack of Sam. I justify giving Luke a base strength of 6 because, A) his starting resistance is 8 instead of 10; B) there are no other companions that can take The Force if he dies; and C) well, it would just be weird to give him less strength than Leia!
      « Last Edit: August 11, 2011, 03:25:27 PM by menace64 »

      August 12, 2011, 07:44:44 PM
      Reply #38

      azogsbane

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      Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
      « Reply #38 on: August 12, 2011, 07:44:44 PM »
      Hopefully I can come up with some good ideas for Alternate Apprentices, though, since Leia is the only other character that comes to mind and she's also in the [Rebellion] culture.

      How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice. 

      August 12, 2011, 08:21:28 PM
      Reply #39

      Stormcrow

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      Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
      « Reply #39 on: August 12, 2011, 08:21:28 PM »
      I do like your idea for Starwars tcg.  :)

      August 12, 2011, 09:23:04 PM
      Reply #40

      menace64

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      Re: The Next SW/LotR Project is Underway! (BOTH sides of Fringe are done!)
      « Reply #40 on: August 12, 2011, 09:23:04 PM »
      How about Anikin? I know you're not going to go into the prequels at all (and that's good), but even in the originals it is mentioned how he was once Obi Wan's apprentice.  

      Maaaaaybe he'll show up in this game's equivalent of Age's End, from his fateful retaliation against the Emperor. It's a good idea, for sure! But yeah, I won't go anywhere near the prequels, and as far as this game is concerned there was only (and forever will be) only 3 movies.

      I do like your idea for Starwars tcg.  :)

      Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.

      August 12, 2011, 10:12:09 PM
      Reply #41

      Stormcrow

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      Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
      « Reply #41 on: August 12, 2011, 10:12:09 PM »

      Thanks! It's helpful to hear that people like what I'm doing. This has been a long project for me, and I'm really happy with the results.

      You should be!  ;D

      August 13, 2011, 09:18:34 AM
      Reply #42

      Doom

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      Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
      « Reply #42 on: August 13, 2011, 09:18:34 AM »
      I don't think Vader is a "Cyborg"... "Sith" probably would fit better. Even "Dark Jedi" is closer. He still technically is 1% human. :P

      Nice cards on the whole though. Keep it up!

      August 13, 2011, 02:23:25 PM
      Reply #43

      menace64

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      Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
      « Reply #43 on: August 13, 2011, 02:23:25 PM »
      I went through that same line of thought when it came time for me to give Vader a race. Sith (and Dark Jedi) doesn't really work because it's more of a title at that point in the Star Wars universe, and I certainly didn't want him to be Human, either. I don't like Cyborg, but at the moment I just don't have a good enough alternative.

      August 13, 2011, 05:05:10 PM
      Reply #44

      Doom

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      Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
      « Reply #44 on: August 13, 2011, 05:05:10 PM »
      Hmm, ok. I still feel that "Human" is a better representation of him than a robot, as he still was a man and could use the force and what not.

      And in the end, Vader technically becomes Anakin Skywalker again. On a side note, it would be fun to do an Ages End set with a post-vader Anakin. :P

      August 13, 2011, 05:51:05 PM
      Reply #45

      menace64

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      Re: The Next SW/LotR Project is Underway! (Jedi Culture is finished!)
      « Reply #45 on: August 13, 2011, 05:51:05 PM »
      lol okay you convinced me! Vader's a Human again.

      Also, the Imperial culture is finished. All that's left is a few cards in Rebellion, Sith, and Tatooine, and then the adventure path!

      August 15, 2011, 10:50:05 AM
      Reply #46

      Sabrien Reed

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      Re: The Next SW/LotR Project is Underway! (Sith & Sites - Both Done!)
      « Reply #46 on: August 15, 2011, 10:50:05 AM »
      This set is awesome.  I see you are trying to get it into GCCG too.  I'd love to playtest it when it's ready!

      August 15, 2011, 07:07:24 PM
      Reply #47

      menace64

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      Re: The Next SW/LotR Project is Underway! (Sith & Sites - Both Done!)
      « Reply #47 on: August 15, 2011, 07:07:24 PM »
      I've taken a few little glimpses into porting my cards into GCCG, and it doesn't look hopeful. I don't have a mind for such things, but if someone can dumb things down for me, I can easily type everything into the program (I'm a typing wizard).

      August 15, 2011, 08:15:33 PM
      Reply #48

      menace64

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      Re: The Next SW/LotR Project is Underway! (Guess what! The set is done!)
      « Reply #48 on: August 15, 2011, 08:15:33 PM »
      Well that was easier than I'd expected, and I did it in just over a week! That's an average of 26.8 cards a day! lol I've outdone myself...

      So I'm going to let all of those cards simmer a bit while I look into grafting them onto GCCG. I encourage you to single out an entire culture (all on page 2 of this thread) and look for obvious power issues or confusing cards, or just whatever that stands out to you as funky/wrong. I'm pretty pleased with the results, and I'm looking forward to cranking out the next set, A Few Maneuvers... if starships turn out as I've imagined, it's going to be neat!
      « Last Edit: August 15, 2011, 09:21:47 PM by menace64 »

      August 24, 2011, 06:43:18 PM
      Reply #49

      menace64

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      Re: The Next SW/LotR Project is Underway! (Guess what! The set is done!)
      « Reply #49 on: August 24, 2011, 06:43:18 PM »
      I'm currently steeped in graphic card design, but while making the transition from text to picture, I've been rolling around my ideas for the new card type being introduced in the second set, A Few Maneuvers: starships.

      In previous iterations of this cross-project, I had dolled out starships as a special form of a borne possession, and honestly I was never happy with my own design. It took my grievances against cards like Mumak (an enormous beast ridden by one dude!) to a whole new level, and it just felt bulky and, uh, lazy (as far as design innovation is concerned).

      This time around, the answer was so simple and organic that it hasn't really changed much from its first inception. Starships - a card type, like artifacts were in LotR - are introduced only after the players have had a few months to familiarize themselves with the game, and they really do change the way it's played. They aren't borne by companions at all, but instead play to the support area, and depending on how you manage their power they can give you any number of boosts.

      For example, here's a basic design for a starship:

      [2] Medium Freighter [Fringe]
      Starship * Freighter
      Power 2.
      Shields (Power 2): Prevent companions from taking wounds during the crossfire phase.
      Speed (Power 2): At the start of the regroup phase, make the move limit for this turn +1.
      Weapons (Power 1): Make a [Fringe] companion strength +1.

      This is an extreme example, written to illustrate many points (however, the Fringe culture will have very versatile ships, so expect something like this on an upcoming card!). First, I'd like to explain what the Power X keyword is. Any card with Power X generates X power tokens at the start of its owner's turn, and any remaining power tokens on said card reset to that level as the turn begins. This prevents storing power for massive payoffs, and reinforces the varying levels of strengths inherent to starship designs. Some ships are built solely for brute force, while others tend to favor protection, and yet even more go for speed. Using my Power X mechanic, such differences can be brought onto the cards!

      During a player's turn, he can spend his Power tokens however he likes, but there's a drawback to being too liberal with your power: if, at any time, your ship is without power (no Power tokens), it is discarded! So, in the above example, you could use your Medium Freighter for a few different things: A) a one-time catch against wounds in the crossfire phase; B) a one-time move limit increase; C) a +1 strength bonus to any Fringe companion once a turn; or D) a one-time +2 strength to Fringe companions. A lot of options, some more risky than others.

      The card representation of the Millennium Falcon would generate more Power than the Medium Freighter, and would be less-likely to run out of power and thus leave play, but there will be many cards that drain power or boost power, making for all sorts of troublesome scenarios.

      Your thoughts?

      August 25, 2011, 06:26:40 AM
      Reply #50

      sickofpalantirs

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      Re: SW/LotR Project: A preview of starships!
      « Reply #50 on: August 25, 2011, 06:26:40 AM »
      Oooo...shiny.

      The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well.  Will their be any sort of "pilot" keyword?  Or cards that help ships?  and how big do you think these ships will get?  Dreadnaughts?  Star Destroyers?...Death stars?
      Felipe Musco:
      (after all, it's a CHARITY organization, I still have SOME principles, even having gone through Law School... :P),
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      Ahhh!!! SoP, you're a genius!!! :gp: ~Menace64
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      August 25, 2011, 10:39:20 AM
      Reply #51

      leokula

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      Re: SW/LotR Project: A preview of starships!
      « Reply #51 on: August 25, 2011, 10:39:20 AM »
      I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?

      August 25, 2011, 11:00:01 AM
      Reply #52

      menace64

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      Re: SW/LotR Project: A preview of starships!
      « Reply #52 on: August 25, 2011, 11:00:01 AM »
      I think it doesn't feel like a ship at all... how do you represent people being inside it? I mean, it protects and all, but if it gets discarded, who dies with it? Is everybody inside a ship always? How does it work with multiple ships?

      I took all of that into consideration at the beginning of design, and really it just came down to how complicated I wanted ships to be. I mean, I could have made a card like Millennium Falcon which says "Load 4 companions onto this ship" and have some difficult jargon referring to companions in play versus companions on ships... yes, a headache! It's something I tried years ago and hated every second of it. This new design represents the support of ships (hence support area) without the difficulty of translating into a card mechanic people actually dwelling aboard them. I mean, how would you even create a Star Destroyer with any hope of accurately portraying its size and power?

      The concept seems good, and as long as abilities reflect the different abilities of the ships (X-wings should be able to take out other fighters for instance) it could work quite well.  Will their be any sort of "pilot" keyword?  Or cards that help ships?  and how big do you think these ships will get?  Dreadnaughts?  Star Destroyers?...Death stars?

      I haven't quite made up my mind about a pilot keyword yet. Almost every character in Star Wars is capable of flying a ship, it almost goes without saying that a companion is a pilot (this would be nearly akin to a Warrior keyword in LotR). This upcoming second set will focus heavily on starships, and each culture will have its own tricks to play when it comes to supporting/sabotaging them.

      And yes, there will be a Death Star starship (two different versions, in fact). But that's the third set.  :mrgreen:
      « Last Edit: August 25, 2011, 11:02:17 AM by menace64 »

      August 25, 2011, 12:01:17 PM
      Reply #53

      leokula

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      Re: SW/LotR Project: A preview of starships!
      « Reply #53 on: August 25, 2011, 12:01:17 PM »
      It's just hard to analyse the designs because it's impossible not to compare it to SW:CCG which is almost flawless in all its mechanics and nuances... the way it did ships and space and ground and light sabers and force... it's such a tough challenge to top it.

      I don't mean to turn you down at all, it's just that the LOTR TCG format was made to suit the movie, where there's a quest (only on the ground lol) and everything surrounds it... it's all about the ring and what happens to it and evil forces trying to stop it... whereas in Star Wars, it's not that linear, it's not like there's only one thing going on.

      August 25, 2011, 03:02:36 PM
      Reply #54

      menace64

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      Re: SW/LotR Project: A preview of starships!
      « Reply #54 on: August 25, 2011, 03:02:36 PM »
      I agree with you 100%, and half the fun in doing these cards is finding a way to translate the flavor of Star Wars in the LotR TCG format. Doesn't always work (#$&*@!, even LotR doesn't translate correctly every time), but since less people here would be interested in straight SWCCG dream cards - I'm not even sure I'd remember how to write them! - I'm forced to work with what's available to me.  ;)

      I wouldn't expect to see many updates from me until early next week. Going on vacation and wont be on the computer very often. But graphic cards will start popping up soon!

      August 28, 2011, 08:53:22 PM
      Reply #55

      menace64

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      Re: SW/LotR Project: A preview of starships!
      « Reply #55 on: August 28, 2011, 08:53:22 PM »
      A Few Maneuvers

      Fringe Culture (24 Cards):
      1. Chewie, Proficient Mechanic (Companion, Common)
      2. Corellian Bloodstripes (Alliance Verb, Common)
      3. Evazan, The Mad Doctor (Minion, Force Rare)
      4. Falcon's Turrets (Alliance Possession, Uncommon)
      5. Freighter Captain (Companion, Common)
      6. Got It Where It Counts (Alliance Verb, Uncommon)
      7. Grounded (Shadow Verb, Rare)
      8. Han, Not a Revolutionary (Companion, Rare)
      9. Heroes of the Clone Wars (Alliance Condition, Rare)
      10. Hold-out Blaster (Shadow Possession, Common)
      11. Juri Juice (Shadow Verb, Uncommon)
      12. Local Trouble (Shadow Verb, Common)
      13. Medium Freighter (Alliance Starship, Common)
      14. Millennium Falcon (Alliance Starship, Rare)
      15. Mos Eisley Pilot (Minion, Common)
      16. Mos Eisley Thug (Minion, Rare)
      17. Mos Eisley Trouncer (Minion, Uncommon)
      18. Patrol Craft (Shadow Starship, Common)
      19. Pirate Blastboat (Shadow Starship, Rare)
      20. Ponda, Aqualish Thug (Minion, Uncommon)
      21. Prohibited Blaster (Alliance Possession, Common)
      22. Special Modifications (Alliance Verb, Rare)
      23. Tonnika Sisters, Slippery Con Artists (Minion, Rare)
      24. You'll Be Dead! (Shadow Verb, Common)

      Imperial Culture (28 Cards):
      25. Blast Points (Verb, Rare)
      26. Devastator (Starship, Rare)
      27. Dewback (Possession, Uncommon)
      28. Discovered (Verb, Rare)
      29. Imperial Ace (Minion, Rare)
      30. Imperial Enforcer (Minion, Common)
      31. Imperial Patroller (Minion, Uncommon)
      32. Imperial Pilot (Minion, Common)
      33. Imperial Sandtrooper (Minion, Common)
      34. Imperial Scout (Minion, Uncommon)
      35. Imperial Star Destroyer (Starship, Uncommon)
      36. Imperial Wingman (Minion, Common)
      37. Landing Shuttle (Starship, Uncommon)
      38. Local Help (Verb, Common)
      39. Overrun (Verb, Common)
      40. Overwhelmed (Verb, Uncommon)
      41. Praji, Imperial Commander (Minion, Uncommon)
      42. Short-range Fighters (Verb, Common)
      43. Stop That Ship! (Verb, Common)
      44. Stormtrooper Backpack (Possession, Common)
      45. Stormtrooper Battalion (Minion, Rare)
      46. Stormtrooper Rifle (Possession, Common)
      47. Stunned (Verb, Common)
      48. Tallon Roll (Verb, Common)
      49. TIE Fighter (Starship, Common)
      50. TIE Scout (Starship, Common)
      51. TIE Wing (Verb, Rare)
      52. Turbolaser Battery (Possession, Uncommon)

      Jedi Culture (10 Cards):
      53. Another Fate (Verb, Common)
      54. Awareness (Verb, Common)
      55. Blast Helmet (Possession, Rare)
      56. Crazy Wizard (Verb, Rare)
      57. The Force is With Him (Verb, Common)
      58. A Healthy Skepticism (Verb, Uncommon)
      59. Hokey Religion (Verb, Common)
      60. Kenobi's Ward (Verb, Uncommon)
      61. Kenobi's Secret (Verb, Rare)
      62. That's Your Uncle Talking (Verb, Common)

      Rebellion Culture (23 Cards):
      63. All Wings Report In (Verb, Rare)
      64. Artoo, Luke's Astromech (Follower, Common)
      65. Biggs, Luke's Wingman (Companion, Common)
      66. Blockade Runner (Starship, Common)
      67. Corellian Slip (Verb, Uncommon)
      68. Darklighter Spin (Verb, Common)
      69. Hang On Back There! (Verb, Uncommon)
      70. Immediate Repairs (Verb, Common)
      71. Light Armor (Possession, Uncommon)
      72. Perseverance (Verb, Common)
      73. Raymus, Corellian Captain (Companion, Rare)
      74. Rebel Rifle (Possession, Common)
      75. Rebel Tech (Companion, Uncommon)
      76. Rebel X-wing (Starship, Common)
      77. Rebel Y-wing (Starship, Uncommon)
      78. Red Three (Starship, Uncommon)
      79. Red Two (Starship, Rare)
      80. S-foils (Possession, Common)
      81. Snubfighter Shielding (Possession, Uncommon)
      82. Tantive Four (Starship, Rare)
      83. Threepio, Always Left Behind (Follower, Common)
      84. Wedge, Elite Star-pilot (Companion, Rare)
      85. Wedge, Rebel Warrior (Companion, Common)

      Sith Culture (10 Cards):
      86. Black-squadron TIE (Starship, Uncommon)
      87. Boosted TIE Cannons (Possession, Uncommon)
      88. Dark Alter (Verb, Common)
      89. Dark Sense (Verb, Common)
      90. Imperial Envoy (Minion, Rare)
      91. Incisive (Verb, Uncommon)
      92. No One to Stop Us This Time (Verb, Uncommon)
      93. TIE Advanced (Starship, Rare)
      94. Vader's Grasp (Verb, Uncommon)
      95. Vader's Reach (Verb, Rare)

      Tatooine Culture (25 Cards):
      96. Aging Sandcrawler (Shadow Possession, Uncommon)
      97. Band of Thieves (Minion, Rare)
      98. Beru's Stew (Alliance Verb, Common)
      99. Camie, Friend to Luke (Companion, Common)
      100. Clever Diversion (Shadow Verb, Common)
      101. Communication Droid (Alliance Follower, Common)
      102. Fixer, Friend to Luke (Companion, Uncommon)
      103. A Greater Destiny (Alliance Verb, Common)
      104. Humble Homestead (Alliance Verb, Uncommon)
      105. Jawa Longrobes (Shadow Possession, Common)
      106. Jawa Miscreant (Minion, Uncommon)
      107. Jawa Pistol (Shadow Possession, Rare)
      108. Jawa Scurrier (Minion, Common)
      109. Jawa Stalker (Minion, Common)
      110. Luke, Not Going Anywhere (Companion, Common)
      111. Riding Bantha (Shadow Possession, Common)
      112. Shutting Up, Sir (Alliance Verb, Rare)
      113. Sliven, Young Warrior-raider (Minion, Rare)
      114. They Belong to Us Now (Alliance Verb, Rare)
      115. They'll Soon Be Back (Shadow Verb, Uncommon)
      116. Tusken Ambusher (Minion, Common)
      117. Tusken Champion (Minion, Rare)
      118. Tusken Leader (Minion, Uncommon)
      119. Tusken Pillager (Minion, Common)
      120. Wioslea, Spaceport Dealer (Companion, Force Rare)

      Creature Deck (5 Cards):
      121. The Dangerous Wilds (Verb, Rare)
      122. Predatory (Verb, Uncommon)
      123. Riled Up (Verb, Common)
      124. Rogue Bantha (Creature, Uncommon)
      125. Something Alive in Here (Verb, Common)

      Adventure Deck (9 Cards):
      126. Briefing Room (Site, Uncommon)
      127. Command Station (Site, Common)
      128. High Orbit (Site, Common)
      129. Lars' Garage (Site, Uncommon)
      130. Massassi Outpost (Site, Common)
      131. Sunken Courtyard (Site, Common)
      132. Tatooine Approach (Site, Uncommon)
      133. Tosche Station (Site, Uncommon)
      134. Yavin Approach (Site, Uncommon)

      2 Force Rares
      32 Rares
      40 Uncommons
      60 Commons

      August 30, 2011, 05:12:38 PM
      Reply #56

      Sabrien Reed

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      Re: SW/LotR Project: A Few Maneuvers is under way! Cardlist is up!
      « Reply #56 on: August 30, 2011, 05:12:38 PM »
      You know how we had Ring-bound and Unbound?  What about Land and Space?  You can have characters who come with a ship that they are in.  You can also have Possessions that turn a Land character into a Space one.  Just thinking out loud here.

      September 03, 2011, 10:06:44 PM
      Reply #57

      menace64

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      Re: SW/LotR Project: A Few Maneuvers is under way! Cardlist is up!
      « Reply #57 on: September 03, 2011, 10:06:44 PM »
      I hadn't thought about that before, and while I don't think those would quite work as keywords, I'm sure that down the road there will be decks devoted entirely to starships. But what will happen with Empire Strikes Back (the second base set) is the introduction of the keyword Destined and its mechanical mate, undestined. It will reflect Luke going off on his own (just like Frodo at the end of Fellowship), and characters like Yoda and maybe Obi-Wan's apparition (I've yet to decide whether or not it will be a companion) will also be Destined.

      Anywho, it's been some time since I put up the new cardlist and I'd like to start getting into card designs. I was going to post a few simple cards, but one thing led to another and I ended up writing nearly half of the [Fringe] cards...

      (0) Medium Freighter [Fringe]
      Starship * Freighter
      Power 2. To play, spot a [Fringe] companion.
      Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that.
      Weapons (Power 2): Damage an opponent's starship.
      2C13

      This is the fairly-basic form that starships are going to take. Reference a few posts up for the rule specifics, but basically here you'd get 2 power tokens at the start of the turn (this number resets; you can't accumulate more power by saving over many turns), and from there you can spend those tokens to gain effects. But if your starship has 0 power tokens on it, it's discarded.

      Lots of options on these cards, and it takes me a few goes at each starship to really arrive at a sense of balance versus worth. Originally I gave the Freighter a credit cost, but really I think it gives a better flavor for these to be the cheapest cards available to the culture (remember, Alliance Fringe cards always come with a credit cost). Lowering the starship costs makes them stand out.

      I'd like to note right off the bat that in my mind I envision a different card template layout for starships, allowing for a bit more space in the text box. A stripped-down version of the character template might work out. Also, the finished design will have little symbols to replace the Shield, Speed, and Power keywords to help manage the space.

      Oh, and I guess I forgot to mention what damaging a starship actually means - all you do is remove a single power token. It sounds easy enough, but getting damaged at the wrong time can ruin a starship's usefulness for the turn or outright destroy it; but the balance is that since the power resets each turn, all damage is automatically 'repaired'.

      [2] *Chewie, Proficient Mechanic [Fringe]
      Companion * Wookiee
      Strength 7
      Vitality 3
      Resistance 6
      Damage +1. To play, spot Han.
      At the start of your alliance phase, you may exert Chewie to make your [Fringe] starship power +1 until the end of the turn.
      2C1

      A very simple companion that can give you a real boost later on.

      [1] *Falcon's Turrets [Fringe]
      Possession
      Plays on your [Fringe] starship.
      While you can spot 2 [Fringe] companions, this starship's weapons require 1 less power.
      2U4

      Originally I wanted to write something similar to Gondor Bowmen, but in the end I stuck to something much easier. With these three cards alone you can really wreak some havoc. Chewie gives the +1 power and the Turrets drop the Freighter's weapons by 1 - and suddenly you can safely damage another starship twice in the same turn (or a third time if you don't mind losing the Freighter). Can you imagine yet how strategic this can get, given that it's likely your opponents also have these mechanics available to them?

      [2] Freighter Captain [Fringe]
      Companion * Human
      Strength 5
      Vitality 3
      Resistance 5
      Response: If your starship is about to be damaged, exert this companion to prevent that.
      2C5

      Something like this will be available to all the cultures, and it's yet another thing that Fringe will excel at.

      [2] Got It Where It Counts [Fringe]
      Event * Skirmish
      Spot your [Fringe] starship to make a [Fringe] companion strength +3.
      2U6

      Compare to Right Here Waiting, which gives +2 strength and a potential damage bonus, this new strength pump is geared solely towards starships. Once again, though, the pump receives a high credit cost.

      [1] *Millennium Falcon [Fringe]
      Starship * Freighter
      Power 5. To play, spot Han or Chewie.
      Shields (Power 3): Make the minion crossfire total -2.
      Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn).
      Weapons (Power 3): Damage an opponent's starship.
      2R14

      I was wanting to save this for down the road, but if there's an issue with the core of starship design I want you to point it out now, so it just makes sense to reveal the heavy-hitter in the set.

      I don't imagine power levels going much higher than 5 (except for the Death Star and the Executor, since they've got to be much harder to kill), but I was trying to capture the feeling of everything the Falcon is: fast, strong, hardy.

      Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think?

      I'll post some shadow stuff next time!
      « Last Edit: September 09, 2011, 11:18:23 PM by menace64 »

      September 04, 2011, 02:13:55 PM
      Reply #58

      azogsbane

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      Re: SW/LotR Project: New cards from the new set, including the Falcon!
      « Reply #58 on: September 04, 2011, 02:13:55 PM »
      I love the starships!

      September 04, 2011, 03:46:40 PM
      Reply #59

      sickofpalantirs

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      Re: SW/LotR Project: New cards from the new set, including the Falcon!
      « Reply #59 on: September 04, 2011, 03:46:40 PM »
      (0) Medium Freighter [Fringe]
      Starship * Freighter
      Power 2. To play, spot a [Fringe] companion.
      Shields (Power 1): If a companion is about to take a wound, exert a [Fringe] companion to prevent that.
      Weapons (Power 2): Damage an opponent's starship.
      2C13


      In your explanation you said this was power 3...is it meant to be 3? or 2 like you have here.  So can every action be used at any time? 


      [2] *Chewie, Proficient Mechanic [Fringe]
      Companion * Wookiee
      Strength 7
      Vitality 3
      Resistance 6
      Damage +1. To play, spot Han.
      At the start of your alliance phase, you may make your [Fringe] starship power +1 until the end of the turn.
      2C1

      Seems undercosted.  A damage +1 character with 7 strength and a very handy ability? I guess you want to be able to start Chewie and Han, but I'd rather make him cost 3 and cost -1 while you spot Han.


      [1] *Falcon's Turrets [Fringe]
      Possession
      Plays on your [Fringe] starship.
      This starship's weapons require 1 less power.
      2U4

      Seems like it should do something extra special when on the Falcon.  Could get ridiculous depending on how many ways you have for action to cost less power.

      [1] *Millennium Falcon [Fringe]
      Starship * Freighter
      Power 5. To play, spot Han or Chewie.
      Shields (Power 3): Make the minion crossfire total -2.
      Speed (Power 2): At the start of the regroup phase, exert Han or Chewie to make the move limit for this turn +1 (limit once per turn).
      Weapons (Power 3): Damage an opponent's starship.
      2R14

      That seems like a really easy way to triple move.  I don't know.  Maybe it's ok.

      Something else just came to mind... is it too powerful to allow the Weapons to be used at any time? I mean, what I can see happening is a lot of regroup phase destruction, since all you have to do is save a free power token that long. What I really don't want is a stall/delay war, and restricting the use of Weapons to a certain phase would help even things out. What do you think?

      It would be kinda nice to have a weapons phase (or maybe multiple weapons phases) because if it is just response it could get weird very fast.
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      September 09, 2011, 11:11:15 PM
      Reply #60

      menace64

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      Re: SW/LotR Project: New cards from the new set, including the Falcon!
      « Reply #60 on: September 09, 2011, 11:11:15 PM »
      I am hijacking my own thread. Please see (this thread) for more information. The crap ton of posts below are just for easy-linking.

      Star Wars

      1. The Force, Bound to All Living Things
      2. The Force, The Source of Power

      Fringe Culture – Alliance (33 Cards):
      3. Bandoleer
      4. Boasting
      5. Boring Conversation Anyway
      6. BoShek, Rogue Tech
      7. Braver Than She Thought
      8. Chewie, First Mate
      9. Chewie, Noble Wookiee
      10. Chewie's Bowcaster
      11. Corellian Flightsuit
      12. Credit Coin
      13. A Dangerous Occupation
      14. Feint
      15. Han, In It for the Money
      16. Han's Heavy Blaster
      17. Hidden Compartments
      18. Imperial Slugs
      19. It's Not Wise to Upset a Wookiee
      20. I'll Bet You Have
      21. Lucky Dice
      22. Magnetically Sealed
      23. Nadon, Ithorian in Exile
      24. Navigation Droid
      25. Negotation
      26. Priorities
      27. Quick Shot
      28. Right Here Waiting
      29. Rimward Pilot
      30. Scoundrel's Blaster
      31. Sorry About the Mess
      32. Treadwell Droid
      33. What's That Flashing?
      34. A Wonderful Human Being
      35. Wookiee Pack

      Fringe Culture – Shadow (41 Cards):
      36. Bith Guildsman
      37. Boba, Hired Killer
      38. Cantina Denizens
      39. Challenged
      40. Dannik, Anzati Assassin
      41. Dark Devourer
      42. Disintegrator Pistol
      43. Droid Detector
      44. Ensnared
      45. Figrin, Kloo Horn Master
      46. For Any Credit
      47. Greedo, Bounty Hunter
      48. He Will Return
      49. Ickabel, Fanfarist
      50. It's Too Late
      51. Jabba, Hutt Crimelord
      52. Jabba's Bounty
      53. Jabba's Lackey
      54. Mandalorian Awareness
      55. Mercenary's Armor
      56. The Modal Nodes
      57. Mos Eisley Cur
      58. Mos Eisley Hunter
      59. Mos Eisley Messenger
      60. Mos Eisley Robber
      61. Mos Eisley Savage
      62. Mos Eisley Scum
      63. Mos Eisley Spy
      64. Mos Eisley Villain
      65. Nalan, Player of the Bandfill
      66. Nook
      67. Quite a Mercenary
      68. Ommni Box
      69. Outer Rim Pirate
      70. A Price On His Head
      71. Run Down
      72. Spaceport Robes
      73. Spotted
      74. Thuggish Sentry
      75. Ultimatum
      76. The Weapons and the Spice

      Imperial Culture (45 Cards):
      77. Assault Blaster
      78. Auto-acquire Turret
      79. Checkpoint
      80. Cody Cylinders
      81. Counter Assault
      82. Crossfire
      83. A Day Long Remembered
      84. Death Star Detachment
      85. Death Star Patrol
      86. Destroyed Homestead
      87. Entanglement
      88. Full Scale Alert
      89. Garindan, Imperial Informant
      90. Grand Moff's Uniform
      91. Imperial Besieger
      92. Imperial Guard
      93. Imperial Officer
      94. Imperial Pursuer
      95. Imperial Sentry
      96. Imperial Soldier
      97. Imperial Trooper
      98. Imperial Vanguard
      99. Imperial Warrior
      100. Motti, Senior Commander
      101. Mouse Droid
      102. No Escape
      103. Overtaken
      104. Precision Targeting
      105. Pursuit Just Behind
      106. Scanning Crew
      107. Search Party
      108. Slaughtered
      109. Standard-issue Blaster
      110. Star Destroyer Captain
      111. Stormtrooper Armor
      112. Stormtrooper Brigade
      113. Stormtrooper Fanatic
      114. Stormtrooper Recruit
      115. Stormtrooper Reinforcements
      116. Stormtrooper Utility Belt
      117. Tagge, Imperial General
      118. Tarkin, Fear-monger
      119. Tarkin, Grand Moff
      120. Tracking
      121. Vader, Agent of the Emperor

      Jedi Culture (31 Cards):
      122. Affect Mind
      123. Alter
      124. And No Questions Asked
      125. Attunement
      126. A Bad Feeling
      127. The Circle of Destiny
      128. Cleaving Blow
      129. Deep in Thought
      130. Early Training Regimen
      131. Gift of the Mentor
      132. Guardian
      133. Kenobi's Coffer
      134. Knight's Robes
      135. Krayt Dragon Howl
      136. Let Go
      137. Moment of Respite
      138. A More Civilized Age
      139. Mysterious Wizard
      140. Noble Sacrifice
      141. Obi-Wan, Aged Mentor
      142. Obi-Wan's Lightsaber
      143. Obi-Wan's Wisdom
      144. Old Fossil
      145. Parry
      146. Sense
      147. Stand Against Darkness
      148. A Strong Influence
      149. This One's Not Worth the Effort
      150. Training Remote
      151. Trust Me
      152. Use the Force, Luke

      Rebellion Culture (40 Cards):
      153. Anakin's Lightsaber
      154. Artoo, Astromech Droid
      155. Artoo, Overweight Glob of Grease
      156. Astro-droid
      157. Biggs, Friend of Luke
      158. Charming to the Last
      159. Chewie, Idealistic Rebel
      160. Deft Words
      161. A Diplomatic Mission
      162. Escape Pod
      163. Extraordinary Resilience
      164. Fearless
      165. The Force is Strong With This One
      166. Greatest Need
      167. Here to Rescue You
      168. Hidden Base
      169. Honor and Heroism
      170. Leia, Freedom Fighter
      171. Leia, Imperial Senator
      172. Luke, Attuned to the Force
      173. Luke, Student of Kenobi
      174. Manipulator Arm
      175. Narrow Escape
      176. Our Lot in Life
      177. Our Most Desperate Hour
      178. Rebel Blaster
      179. Rebel Guard
      180. Rebel Trooper
      181. Rebel's Hope
      182. Resourcefulness
      183. Revolution
      184. Sporting Blaster
      185. Stolen Armor
      186. Strength of Spirit
      187. Taken Captive
      188. Threepio, Mindless Philosopher
      189. Threepio, Protocol Droid
      190. Transport Cart
      191. Trooper Captain
      192. Trooper's Helmet

      Sith Culture (37 Cards):
      193. Alternative Forms of Persuasion
      194. Assembled
      195. Closing In
      196. Dark Collaboration
      197. Dark Fury
      198. Dark Hours
      199. The Emperor's Will
      200. Enter the Dark Lord
      201. Face Him Alone
      202. He Betrayed and Murdered Your Father
      203. I Find Your Lack of Faith Disturbing
      204. Imperial Envoy
      205. Imperial Interrogators
      206. Imperial Lackey
      207. Imperial Servant
      208. In the Dark Jedi's Wake
      209. Interrogation Droid
      210. Machinations
      211. Mind Probe
      212. Not Easily Destroyed
      213. Private Turbolift
      214. Relentless
      215. Sinister Agents
      216. Sith Armor
      217. Sith Counselor
      218. Sith Power
      219. Sith Strangle
      220. Tarkin, Aligned to Evil
      221. Terror
      222. Trapped and Alone
      223. A Tremor in the Force
      224. Ulterior Mission
      225. Vader, Devoted to the Force
      226. Vader, Sith Warrior
      227. Vader's Obsession
      228. Weapon of the Sith
      229. You Are Weak

      Tatooine Culture – Alliance (35 Cards):
      230. Artoo, Quirky and Troublesome
      231. Beru, Guardian of Luke
      232. Beru's Stew
      233. Blue Milk
      234. Concealing the Past
      235. Crash Site Memorial
      236. Desert Poncho
      237. Destiny and Fate
      238. Droid Repair
      239. Farming Droid
      240. Going Nowhere
      241. A Hard Life
      242. Harvest
      243. Hunting Rifle
      244. Hydroponics Droid
      245. Landspeeder
      246. Lars' Security Perimeter
      247. Loading Droid
      248. Lock the Door, Artoo
      249. Luke, Young Farmhand
      250. Macrobinoculars
      251. Oil Bath
      252. On the Edge
      253. Owen, Guardian of Luke
      254. Owen's Ideals
      255. Power Droid
      256. Security Droid
      257. Stumbled Upon a Message
      258. These New Astro-droids
      259. They Belong to Us Now
      260. Threepio, Just an Interpreter
      261. Vaporator
      262. The Ways of the Force
      263. We Don't Want Any Trouble
      264. Wuher, Gruff Bartender

      Tatooine Culture – Shadow (39 Cards):
      265. Ambushed
      266. Bantha
      267. Constantly Threatening
      268. Dangerous and Unscrupulous
      269. Disarmed
      270. Droid Caller
      271. Droid Junkheap
      272. From the Stones
      273. Gaderffi Stick
      274. Hiding Their Numbers
      275. Indigenous
      276. Jawa Deceiver
      277. Jawa Ingenuity
      278. Jawa Ion Gun
      279. Jawa Leader
      280. Jawa Shaman
      281. Jawa Thief
      282. Jawa Trader
      283. Jawa Warden
      284. Nebit, Tribal Leader
      285. Physical Strike
      286. Raiders and Brigands
      287. Restraining Bolt
      288. Sandcrawler
      289. Secret Folk
      290. They'll Soon Be Back
      291. A Transport!
      292. Tusken Chieftain
      293. Tusken Follower
      294. Tusken Marksman
      295. Tusken Nomad
      296. Tusken Raiders
      297. Tusken Rifle
      298. Tusken Slayer
      299. Tusken Vagabond
      300. Uurru'R'R, Son of the Sands
      301. Wailing Cry
      302. Warriors of the Sand
      303. Wild Raid

      Creature Deck (20 Cards):
      304. Dark Waters
      305. Dianoga, Sewage Scavenger
      306. Dune Sea Predator
      307. Echoing Howl
      308. Greater Dragon Bones
      309. Hunting Grounds
      310. Jerba
      311. Jungle Predator
      312. Krayt Dragon, Terror of the Dune Sea
      313. Rock Wart
      314. Scurrier
      315. Sunsdown
      316. Tatooine Predator
      317. Tentacle
      318. Territorial
      319. Wild Bantha
      320. Wild Dewback
      321. Wild Ronto
      322. Wamp Rat
      323. Yavin Predator

      Adventure Path (40 Cards):
      324. Anchorhead
      325. Borderland
      326. Cantina
      327. Cell Block 1138
      328. Conference Room
      329. Control Core
      330. Control Room
      331. Death Star War Room
      332. Dense Jungle
      333. Docking Bay 94
      334. Docking Bay 327
      335. Docking Bay Lift
      336. Dune Sea
      337. Empty Hallway
      338. Falcon's Cabin
      339. Falcon's Cockpit
      340. Grand Audience Chamber
      341. Imperial Cell
      342. Jawa Camp
      343. Jawa Canyon
      344. Jundland Wastes
      345. Krayt Dragon Pass
      346. Lars' Moisturefarm
      347. Massassi Ruins
      348. Mos Eisley Alley
      349. Mos Eisley Avenue
      350. Narrow Corridor
      351. Obi-Wan's Hut
      352. Obi-Wan's Living Room
      353. Prefect's Office
      354. Rocky Outcrop
      355. Scrap-pile
      356. Spaceport Center
      357. Staging Area
      358. Tatooine Spaceport
      359. Tatooine Wasteland
      360. Trading Route
      361. Trash Compactor
      362. Tusken Canyon
      363. Yavin War Room

      Premium Starter Deck Characters (2 Cards):
      364. Han, Captain of the Falcon
      365. Obi-Wan, Old Ben Kenobi

      « Last Edit: November 19, 2012, 11:42:28 PM by menace64 »

      November 19, 2012, 11:48:38 PM
      Reply #61

      menace64

      • The Late-Night Moderator
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      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #61 on: November 19, 2012, 11:48:38 PM »
      A Few Maneuvers

      Fringe Culture – Alliance (18 Cards):
      1. Bowcaster
      2. A Checkered Past
      3. Corellian Bloodstripes
      4. Customized Hyperdrive
      5. Falcon's Turrets
      6. Freighter Captain
      7. Got it Where it Counts
      8. Han, Not a Revolutionary
      9. Here Me Baby, Hold Together
      10. Heroes of the Clone Wars
      11. Hyper Escape
      12. In the Corner
      13. Medium Freighter
      14. Millennium Falcon
      15. Rectenna
      16. Special Modifications
      17. Wealthier Than He Can Imagine
      18. You Call That Easy?

      Fringe Culture – Shadow (18 Cards):
      19. Air Traffic Control
      20. Evazan, The Mad Doctor
      21. Grounded
      22. Hold-out Blaster
      23. Illegal Approach
      24. Juri Juice
      25. Local Trouble
      26. Mos Eisley Pilot
      27. Mos Eisley Thug
      28. Mos Eilsey Trouncer
      29. Patrol Craft
      30. Pirate Blastboat
      31. Pirated Array
      32. Ponda, Aqualish Gangster
      33. Prohibited Blaster
      34. Reputation
      35. Tonnika Sisters, Slippery Con Artists
      36. Watch Your Step

      Imperial Culture (28 Cards):
      37. Blast Points
      38. Devastator
      39. Dewback
      40. Discovered
      41. Imperial Ace
      42. Imperial Enforcer
      43. Imperial Patroller
      44. Imperial Pilot
      45. Imperial Sandtrooper
      46. Imperial Scout
      47. Imperial Star Destroyer
      48. Imperial Wingman
      49. Landing Shuttle
      50. Local Help
      51. Overrun
      52. Overwhelmed
      53. Praji, Imperial Commander
      54. Short-range Fighters
      55. Stop That Ship!
      56. Stormtrooper Backpack
      57. Stormtrooper Battalion
      58. Stormtrooper Rifle
      59. Stunned
      60. Tallon Roll
      61. TIE Fighter
      62. TIE Scout
      63. TIE Wing
      64. Turbolaser Battery

      Jedi Culture (11 Cards):
      65. Another Fate
      66. Awareness
      67. Blast Helmet
      68. Come With Me to Alderaan
      69. Crazy Old Wizard
      70. The Force is With Him
      71. A Healthy Skepticism
      72. Hokey Religion and Ancient Nonsense
      73. Kenobi's Secret
      74. Kenobi's Ward
      75. That's Your Uncle Talking

      Rebellion Culture (22 Cards):
      76. All Wings Report In
      77. Artoo, Luke's Astromech
      78. Biggs, Red Squadron Pilot
      79. Blockade Runner
      80. Corellian Slip
      81. Darklighter Spin
      82. Hang On Back There!
      83. Immediate Repairs
      84. Light Armor
      85. Perseverance
      86. Raymus, Corellian Captain
      87. Rebel Rifle
      88. Rebel Technician
      89. Rebel X-wing
      90. Rebel Y-wing
      91. Red Three
      92. Red Two
      93. S-foils
      94. Snubfighter Shielding
      95. Tantive Four
      96. Threepio, Always Left Behind
      97. Wedge, Elite Star-pilot

      Sith Culture (16 Cards):
      98. Backstabber, Black Squadron Ace
      99. Black Squadron Pilot
      100. Black Squadron TIE
      101. Boosted TIE Cannons
      102. Close Pursuit
      103. Dark Alter
      104. Dark Curse, Black Squadron Ace
      105. Dark Sense
      106. Incisive
      107. Mauler, Black Squadron Ace
      108. No One to Stop Us This Time
      109. On the Leader
      110. Ship to Ship
      111. The Sith's Wingmen
      112. Vader, Black Squadron Leader
      113. Vader's Starfighter

      Tatooine Culture – Alliance (14 Cards):
      114. Ambition
      115. Camie, Friend to Luke
      116. Fixer, Friend to Luke
      117. A Greater Destiny
      118. #$&*@! to Pay
      119. Humble Origins
      120. Lars' Landspeeder
      121. Luke, Not Going Anywhere
      122. Not Such a Bad Pilot Myself
      123. Repair Kit
      124. Translation Droid
      125. Shutting Up, Sir
      126. Skyhopper
      127. Wioslea, Spaceport Dealer

      Tatooine Culture – Shadow (16 Cards):
      128. Aging Sandcrawler
      129. Band of Thieves
      130. Clever Diversion
      131. Communication Droid
      132. Jawa Longrobes
      133. Jawa Miscreant
      134. Jawa Pistol
      135. Jawa Scurrier
      136. Jawa Stalker
      137. The Land of the Sand People
      138. Riding Bantha
      139. Rites of Ascension
      140. Sliven, Young Warrior-raider
      141. Tusken Ambusher
      142. Tusken Champion
      143. Tusken Pillager

      Creature Deck (5 Cards):
      144. The Dangerous Wilds
      145. Predatory
      146. Riled Up
      147. Rogue Bantha
      148. Something Alive in Here

      Adventure Path (10 Cards):
      149. Briefing Room
      150. Command Station
      151. High Orbit
      152. Hyperspace Lane
      153. Lars' Garage
      154. Massassi Outpost
      155. Sunken Courtyard
      156. Tatooine Approach
      157. Tosche Station
      158. Yavin Approach

      Premium Starter Deck Characters (2 Cards):
      159. Chewie, Proficient Mechanic
      160. Wedge, Rebel Warrior

      November 19, 2012, 11:53:11 PM
      Reply #62

      menace64

      • The Late-Night Moderator
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      • Information Offline
      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #62 on: November 19, 2012, 11:53:11 PM »
      The Death Star

      Fringe Culture – Alliance (11 Cards):
      1. Battered Transport
      2. Courage or Suicide
      3. Good in a Fight
      4. His Own Path
      5. Let the Wookiee Win
      6. Life Debt
      7. Nabrun, Pilot-for-Hire
      8. Scarlet Vertha
      9. Situation Normal
      10. Weapons System
      11. You're All Clear, Kid!

      Fringe Culture – Shadow (18 Cards):
      12. Boelo, Majordomo
      13. Dark Hellions
      14. Lookout Droid
      15. Marauders and Brigands
      16. Mercenaries
      17. Modified Swoop
      18. Pittance End
      19. Racing Swoop
      20. Shock Helmet
      21. Swoop Biker
      22. Swoop Boss
      23. Swoop Criminal
      24. Swoop Gang
      25. Swoop Goon
      26. Swoop Pillager
      27. Swoop Racer
      28. Under No Man's Law
      29. Welfare for None

      Imperial Culture (28 Cards):
      30. Blast Door
      31. Commence Primary Ignition
      32. Conquest
      33. The Death Star, Technological Terror
      34. The Death Star, Ultimate Power in the Universe
      35. Death Star Gunner
      36. Death Star Officer
      37. Destroyer Ion Cannon
      38. Fear Will Keep Them in Line
      39. Heavily-shielded
      40. Heavy Fire Zone
      41. Homing Beacon
      42. Hyperwave Scan
      43. Imperial Defender
      44. Imperial Flightsuit
      45. Imperial Justice
      46. Imperial Prefect
      47. Imperial Vanquisher
      48. Laser Gate
      49. Moment of Triumph
      50. Pride of the Empire
      51. Sentry Droid
      52. Superlaser
      53. Tarkin's Orders
      54. TIE Cannons
      55. Trooper Charge
      56. Wrong Turn
      57. You May Fire When Ready

      Jedi Culture (16 Cards):
      58. Come Here, My Little Friend
      59. The Duel of Two Masters
      60. Easily-startled
      61. Final Standoff
      62. The Fool Who Follows Him
      63. Into the Force
      64. Jedi Cloak
      65. Jedi Master's Insight
      66. A Monstrous Realization
      67. Obi-Wan, Former Master
      68. Obi-Wan's Lightsaber, Heritage of the Jedi
      69. Presence of the Force
      70. Sabotage
      71. Serenity
      72. Strange Old Hermit
      73. You Can't Win, Darth

      Rebellion Culture (26 Cards):
      74. Antilles Maneuver
      75. Attack Run
      76. Ceremonial Necklace
      77. Combined Assault
      78. Death Star Plans
      79. Dodonna, Rebel General
      80. Double-front
      81. Full Throttle
      82. Garbage Chute
      83. Gold One
      84. Han, Finishing the Fight
      85. I'm All Right
      86. Jek, Pilot From Bestine
      87. Jon, Commander of Gold Squadron
      88. Leia, Natural Leader
      89. Leia's Intuition
      90. Luke's X-wing, Red Five
      91. Massassi Stronghold
      92. Proton Torpedoes
      93. Rebel Astromech
      94. Rebel Flightsuit
      95. Red Six
      96. Right There With You
      97. Snubfighter Ion Cannon
      98. Stay On Target
      99. Targeting Computer

      Sith Culture (18 Cards):
      100. Aghast
      101. Blown Clear
      102. Broken Concentration
      103. Dark Jedi Presence
      104. Dark Maneuvers
      105. I Have You Now
      106. Imperial Arbiter
      107. Imperial Captain
      108. Imperial Moff
      109. Jedi's End
      110. The Last of the Jedi
      111. A Master of Evil
      112. Now I Am the Master
      113. Rapid Fire
      114. Sith Vengeance
      115. Vader, Master of the Dark Force
      116. Vader's Grasp
      117. Vader's Reach

      Tatooine Culture – Alliance (14 Cards):
      118. Beru, Sympathetic Aunt
      119. Biggs, Son of Huff
      120. Chalmun, Mos Eisley Proprietor
      121. Farmer's Demands
      122. Labor Droid
      123. Mutiny
      124. Old Times
      125. Owen, Obstinate Uncle
      126. Owen's Rifle
      127. Rand Ecliptic
      128. The Side to Believe In
      129. Soldier's Cloak
      130. Torn Between Worlds
      131. Willing to Defect

      Tatooine Culture – Shadow (13 Cards):
      132. Breath Mask
      133. Demolition Droid
      134. Ezjenk, Jawa Bolter
      135. Garb of the Sand
      136. Iasa, Traitor of Jawa Canyon
      137. Jawa Acquirer
      138. Jawa Plunderer
      139. Tusken Devotee
      140. Tusken Scout
      141. Tusken Tender
      142. Tusken Warlord
      143. Ur'Ru'r, Fearless Raider
      144. Utinni!

      Creature Deck (4 Cards):
      145. Dune Hawk
      146. Exposed
      147. Lurking in the Sludge
      148. Tunneler

      Adventure Path (10 Cards):
      149. Alderaan Approach
      150. Cell 2187
      151. Dantooine
      152. Death Star Approach
      153. Death Star Trench
      154. Debris Field
      155. Deflection Tower
      156. Lift Tube
      157. Magnetic Field
      158. Yavin Orbit

      Premium Starter Deck Characters (2 Cards):
      159. Tarkin, Death Star Commandant
      160. Luke, Hero of the Rebellion

      November 20, 2012, 04:25:39 PM
      Reply #63

      menace64

      • The Late-Night Moderator
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      • Knight
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      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #63 on: November 20, 2012, 04:25:39 PM »
      The Empire Strikes Back

      1. The Force, Most Powerful Ally
      2. The Force, The Source of Power

      Bespin Culture – Alliance (43 Cards):
      3. Airten, Burly Compatriot
      4. Among the Clouds
      5. Armed Escort
      6. Artoo, Still in One Piece
      7. Augmentation
      8. Baron's Blaster
      9. Baron's Cloak
      10. Beldon's Eye
      11. Bespin Security Craft
      12. Civil Disorder
      13. Cloud Car
      14. Cloud City Armory
      15. Commando Pilot
      16. Cybernetic Construct
      17. Earned Loyalty
      18. Indentured Servitude
      19. Intrepid Technicians
      20. Lando, Respectable Rogue
      21. Lando's Indignation
      22. Loader Droid
      23. Lobot, Baron's Aide
      24. Lobot, Computer-Liaison Officer
      25. Measure of Character
      26. Millennium Falcon, Lando's Prize
      27. No Love For the Empire
      28. Old Pirates
      29. On His Own Ground
      30. Quiet Mining Colony
      31. Resistance
      32. The Resources of Bespin
      33. Rich Deposits
      34. Security Codes
      35. Sentry Armor
      36. Surreptitious Glance
      37. Surrounded
      38. Taking Control of the City
      39. Tibanna Freighter
      40. Tibanna Gas
      41. Tibanna Miner
      42. Utris, The Unbribable
      43. Wing Guard Pistol
      44. Wing Guard Veteran
      45. Wrist Comlink

      Bespin Culture – Shadow (44 Cards):
      46. Abyss
      47. Atmospheric Assault
      48. Bespin Controller
      49. Bespin Engineer
      50. Bespin Guard
      51. Bespin Inspector
      52. Bespin Rifle
      53. Bespin Sentry
      54. Bespin Trooper
      55. Blastboat
      56. Bribes and Kickbacks
      57. Carbon Servitor
      58. Carbon Technician
      59. Combat Cloud Car
      60. Covetous
      61. Disabled Hyperdrive
      62. Dishonorable
      63. Escort Craft
      64. Forced Landing
      65. High-orbit Skiff
      66. History of Corruption
      67. Jerrol, Crooked Captain
      68. Labor Difficulties
      69. Merril, Sergeant of the Guard
      70. Not His People
      71. Old Junkpile
      72. On the Criminal Payroll
      73. A Real Hero
      74. Retracting Claw
      75. Shadowplay
      76. Starship Saboteurs
      77. Supply Problems of Every Kind
      78. Their Own World
      79. Ugarte, Under No Man
      80. Ugnaught Demolitionists
      81. Ugnaught Forger
      82. Ugnaught Laborer
      83. Ugnaught Slaver
      84. Ugnaught Toolkit
      85. Ugnaught Underbaron
      86. Ugnaught Workers
      87. Warning Shots
      88. Welder
      89. You're All Invited

      Fringe Culture – Alliance (43 Cards):
      90. As Good As Gone
      91. Asteroid Sanctuary
      92. A Bandit Bound to Friends
      93. Blaster Proficiency
      94. Boosted Shielding
      95. Bulk Freighter
      96. Chewie, Enraged
      97. Chewie, Honorable Wookee
      98. Chewie's Bowcaster, Weapon of Kashyyyk
      99. Close Call
      100. Death Mark
      101. Double-crossing, No-good Swindler
      102. Expert Maneuvers
      103. Friendship Wrought From War
      104. A Goodbye Kiss
      105. Han, Rebel Captain
      106. Han, Smuggler at Heart
      107. Han's Assurance
      108. Han's Heavy Blaster, Illegal Hardware
      109. Han's Toolkit
      110. Hidden in the Garbage
      111. It's Not My Fault!
      112. Lando System?
      113. Mercenary Pilot
      114. Millennium Falcon, Less than Spaceworthy
      115. My Friend's Out in It
      116. Nothing to Worry About
      117. On the Word of a Scoundrel
      118. Protector
      119. Quick Shot
      120. Rogue Asteroid
      121. Sidearm
      122. So Long, Princess
      123. Take it Easy
      124. Tech Droid
      125. Temporary Shelter
      126. They'd Be Crazy to Follow Us
      127. Threepio, The Professor
      128. Through the Storm
      129. Tricky Repairs
      130. Uncertain Farewell
      131. Wookiee Roar
      132. Wookiee Strangle

      Imperial Culture (61 Cards):
      133. All-terrain Walker
      134. Beaten Back
      135. Bewil, Tactical Expert
      136. Blizzard One
      137. Blizzard Scout
      138. Blizzard Two
      139. Blizzard Walker
      140. Bomber Pilot
      141. Bombing Run
      142. Breached Defenses
      143. Deploy the Fleet
      144. Dreaded Imperial Starfleet
      145. E-web Blaster
      146. Emergency Evacuation
      147. Encroachment
      148. Imperial Assaulter
      149. Imperial Attacker
      150. Imperial Binders
      151. An Imperial Code
      152. Imperial Doctrine
      153. Imperial Driver
      154. Imperial Helmsman
      155. Imperial Grenadier
      156. Imperial Lander
      157. Imperial Marksman
      158. Imperial Snowtrooper
      159. Imperial Star Destroyer
      160. Imperial Strafer
      161. Maximum Firepower
      162. Mechanizations of Terror
      163. Meteor Impact
      164. Occupation
      165. Order to Engage
      166. Our First Catch of the Day
      167. Ozzel, Commander of the Fleet
      168. Piett, Chief Fleet Captain
      169. Prisoner of the Empire
      170. Probe Droid
      171. Probe Telemetry
      172. Proton Bombs
      173. Scramble
      174. Self-destruct
      175. Snowtrooper Breacher
      176. Snowtrooper Intruder
      177. Snowtrooper Legionnaire
      178. Snowtrooper Officer
      179. Snowtrooper Rifle
      180. Snowtrooper Sergeant
      181. Snowtrooper Stormer
      182. Subjugated Planet
      183. Surface Attack
      184. Target the Main Generator
      185. TIE Bomber
      186. TIE Fighter
      187. Trample
      188. Tyrant
      189. Walker Barrage
      190. Walker Cannon
      191. Walker Commander
      192. Walker Operator
      193. Walker Technician

      Jedi Culture (15 Cards):
      194. All the Scopes are Dead
      195. Anakin's Legacy
      196. Barely Visible Through the Blinding Snow
      197. Connection and Vitality
      198. The Dagobah System
      199. Innate Talent
      200. The Jedi Master Who Instructed Me
      201. A Knight's Potential
      202. Obi-Wan's Apparition, Specter in the Snow
      203. Or I Will Help You Not!
      204. Something Familiar About This Place
      205. Transcended
      206. Upward Swing
      207. Weapon Levitation
      208. Windswept Horizon

      Rebellion Culture (47 Cards):
      209. Anti-infantry Laser Battery
      210. Artoo, Little Short-circuit
      211. Astro-droid
      212. Attack Pattern Delta
      213. Bacta Tank
      214. Concussion Grenade
      215. Dack, Rogue Gunner
      216. Defender's Rifle
      217. Desperate Tactics
      218. Echo Trooper
      219. Entrenchment
      220. Evacuation Control
      221. First Aid
      222. I'm Not Afraid
      223. Leia, On the Run from the Empire
      224. Leia, Princess of a Lost Planet
      225. Luke, Rogue Commander
      226. Luke, Student of the Force
      227. Luke's Determination
      228. Luke's X-wing, Hardened Snubfighter
      229. Maneuvering Flaps
      230. Medical Droid
      231. One More Pass
      232. Planetary Energy Shield
      233. Planetary Ion Cannon
      234. Power Harpoon
      235. Quantum Storm
      236. Quite All Right
      237. Rebel Scout
      238. Rebel Transport
      239. Rebel X-wing
      240. Rendezvous Point
      241. Rieekan, General of Echo Base
      242. Rogue One
      243. Rogue Pilot
      244. Rogue Three
      245. Rogue Two
      246. Sensor Emplacements
      247. Snowspeeder
      248. Snowspeeder Cannon
      249. Survival Gear
      250. Tactical Blunder
      251. Tauntaun
      252. They Know Their Duty
      253. Threepio, Experienced Translator
      254. Wedge, Rogue Veteran
      255. Zev, Rogue Ace

      Sith Culture (48 Cards):
      256. Across the Stars
      257. Apology Accepted
      258. Bewil, Death Squadron Captain
      259. Blizzard Escort Walker
      260. Channeling
      261. Clear Transmission
      262. Dark Deal
      263. Dark Fury
      264. The Dark Path
      265. Dark Time for the Rebellion
      266. Death Squadron
      267. Death Squadron Star Destroyer
      268. Executor
      269. Executor Tactical Officer
      270. Fearless Advance
      271. Field Promotion
      272. Flagship Operations
      273. He Wants Us All Dead
      274. He Will Never Stop Hunting You
      275. I Want That Ship
      276. Imperial Protégé
      277. Leading the Assault
      278. Meditation
      279. Needa, Death Squadron Captain
      280. Officer Shuttle
      281. Ozzel, Death Squadron Admiral
      282. Pawns of the Sith
      283. Piett, Death Squadron Captain
      284. Projectile
      285. Pursued
      286. The Qabbrat
      287. A Reasonable Test
      288. The Rebels Are There
      289. Report to Lord Vader
      290. Setting the Trap
      291. Sith Armor, Borne of Arcane Alchemy
      292. Sith Plotting
      293. They Are Alive
      294. Thick as Flies
      295. Vader, Agent of Evil
      296. Vader, Lord of the Sith
      297. Vader's Intuition
      298. Vader's Personal Transport
      299. Veers, Death Squadron General
      300. Visage of the Emperor, The Shroud of Evil
      301. We're the Bait
      302. What is Thy Bidding?
      303. You Have Failed Me for the Last Time

      Creature Deck (20 Cards):
      304. Bespin Predator
      305. Cavernous Lair
      306. Chewing On the Power Cables
      307. Dagobah Predator
      308. Echoing Howl
      309. Exogorth, The Devourer
      310. Hoth Predator
      311. In Its Belly
      312. Inhospitable Night
      313. Mynock
      314. Mynock Swarm
      315. Predatory
      316. Starship Parasites
      317. Sudden Strike
      318. Tauntaun Bones
      319. This is No Cave
      320. Wampa
      321. Wampa Den
      322. Wampa Pack
      323. Wild Tauntaun

      Adventure Path (40 Cards):
      324. Anoat
      325. Asteroid Field
      326. Asteroid Tangle
      327. Asteroid Tunnel
      328. Bespin
      329. Big One
      330. Carbon-freezing Chamber
      331. Chasm
      332. Cloud City Approach
      333. Defensive Perimeter
      334. Dense Atmosphere
      335. Echo Command Center
      336. Echo Corridor
      337. Echo Docking Bay
      338. Echo Med Lab
      339. Executor Bridge
      340. Falcon's Corridor
      341. Falcon's Hold
      342. Frozen Plains
      343. Guest Quarters
      344. Hoth
      345. Hunting Pools
      346. Ice Cave
      347. Incinerator
      348. Kerane Valley
      349. Lower Corridor
      350. Main Promenade
      351. Meditation Chamber
      352. Moorsh Moraine
      353. North Ridge
      354. Ord Mantell
      355. Outer Perimeter
      356. Platform 327
      357. Security Tower
      358. Shield Generator
      359. Siege Zone
      360. Snow Trench
      361. Thick Cloud-cover
      362. Tundra Expanse
      363. Unexplored Swamp

      Premium Starter Deck Characters (2 Cards):
      364. Lando, Administrator of Cloud City
      365. Veers, Blizzard Force Commander

      November 20, 2012, 04:30:47 PM
      Reply #64

      menace64

      • The Late-Night Moderator
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      • Knight
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      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #64 on: November 20, 2012, 04:30:47 PM »
      Hunters & Heroes

      Bespin Culture – Alliance (11 Cards):
      1. The Face of a Frozen Hero
      2. Floating Refinery
      3. Kuep, Wing Guard Corporal
      4. Lando, The Baron of Bespin
      5. Lando's Confidence
      6. Local Defense
      7. Necessary Evil
      8. Old Grudges
      9. Stolen Blaster Rifle
      10. Trust Him! Trust Him!
      11. Uprising

      Bespin Culture – Shadow (14 Cards):
      12. Arrogant Protocol Droid
      13. Bespin Keeper
      14. Bespin Patroller
      15. Bespin Warden
      16. Control Panel
      17. Deal With the Devil
      18. I Had No Choice
      19. In Perfect Hibernation
      20. Lando, Instrument of the Empire
      21. Not Permanently Damaged
      22. Problems of My Own
      23. Ugloste, Carbon-freezing Expert
      24. Ugnaught Tech
      25. Ugnaught Tinker

      Fringe Culture – Alliance (8 Cards):
      26. Chewie, Tall and Proud
      27. Han, Victim of Fate
      28. Han's Tauntaun
      29. I Know
      30. Landing Claw
      31. Legendary Starfighter
      32. Moving to Attack Position
      33. Shot in the Dark

      Fringe Culture – Shadow (23 Cards):
      34. 4-LOM, Reprogrammed Automaton
      35. Any Methods Necessary
      36. Boba Fett's Blaster Rifle
      37. Bossk, Spawn of Cradossk
      38. Capture Rifle
      39. Dengar, Sworn Enemy of Solo
      40. Double Back
      41. Elite Bounty Hunter
      42. IG-88, Deranged Battle Droid
      43. Illegal Jamming Equipment
      44. Imperial Bounty
      45. Infamous Hunters
      46. Mandalorian Armor
      47. Neural Inhibitor
      48. No Use to Me Dead
      49. On the Right Trail
      50. Pinned Down
      51. Punishing One
      52. Shadow-hunter
      53. Slave One
      54. A Substantial Reward
      55. Tracking the Prize
      56. Zuckuss, Clever Findsman

      Imperial Culture (18 Cards):
      57. Avenger
      58. Bomber Wing
      59. Coercion
      60. Executor, Flagship of the Empire
      61. Human Shield
      62. Imperial Bomber
      63. Imperial Garrison
      64. Imperial Tracker
      65. Needa, Captain of the Avenger
      66. Obsidian Five
      67. Obsidian Pilot
      68. Obsidian Six
      69. Selective Targeting
      70. Systematic Bombing
      71. TIE Avenger
      72. Torture
      73. Tractor Beam
      74. Vengeance

      Jedi Culture (16 Cards):
      75. At Peace
      76. Away Put Your Weapon
      77. Bad Feeling Have I
      78. Knowledge and Defense
      79. Mind What You Have Learned
      80. Rite of Passage
      81. Size Matters Not
      82. Stone Pile
      83. Take You to Him, I Will
      84. Visions in the Force
      85. Wars Not Make One Great
      86. Yoda, Jedi Master
      87. Yoda, Wisest of Beings
      88. Yoda's Cane
      89. Yoda's Hope
      90. Yoda's Stew

      Rebellion Culture (21 Cards):
      91. Anakin's Lightsaber, Ominous Heirloom
      92. Armed and Dangerous
      93. Artoo, Curious Companion
      94. Bionic Hand
      95. Bright Hope
      96. Clash of Sabers
      97. Courage of a Skywalker
      98. Emergency Supplies
      99. Glancing Blow
      100. Hero of a Thousand Devices
      101. Hoth Sentry
      102. Leia, Last Scion
      103. Lightsaber Sweep
      104. Luke's Backpack
      105. Luke's Blaster Pistol
      106. Luke's Tauntaun
      107. Only One Escape
      108. The Quick and Easy Path
      109. Redemption
      110. Sensorscope
      111. Smoke Screen

      Sith Culture (22 Cards):
      112. All Too Easy
      113. Altering the Deal
      114. Dark Approach
      115. Dark Revelation
      116. Despair
      117. Domain of Evil
      118. The Emperor's Prize
      119. Failure at the Cave
      120. Focused Attack
      121. Force Field
      122. He Will Join Us or Die
      123. Much Anger in Him
      124. No Disintegrations!
      125. Put Him In
      126. Release Your Anger
      127. Torture Rack
      128. Uncontrollable Fury
      129. Vader, Sith Sorcerer
      130. Vader's Bounty
      131. Vader's Garrison
      132. Weapon of the Sith, Vader's Crimson Blade
      133. You Are Beaten

      Creature Deck (14 Cards):
      134. Asteroid Den
      135. Bog-wing
      136. The Bowels of Predation
      137. Butcherbug
      138. Camouflaged
      139. Dragonsnake
      140. Hunting Party
      141. Nest-trap
      142. Silicon-based Lifeforms
      143. Sleen
      144. Space Slug
      145. Swallowed Whole
      146. Teeming With Life
      147. Vine Snake

      Adventure Path (11 Cards):
      148. Bog Clearing
      149. Cargo Hold
      150. Cloud City Plaza
      151. Dagobah Approach
      152. Dagobah Swamp
      153. Dark Cave
      154. Dining Room
      155. Holotheatre
      156. Port Town District
      157. Raithal
      158. Yoda's Hut

      Premium Starter Deck Characters (2 Cards):
      159. Boba, Master Hunter
      160. Luke, Reckless Pupil

      November 20, 2012, 04:34:16 PM
      Reply #65

      menace64

      • The Late-Night Moderator
      • *****
      • Information Offline
      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #65 on: November 20, 2012, 04:34:16 PM »
      Shadows of the Empire

      Bespin Culture – Alliance (8 Cards):
      1. Back in the Pilot's Seat
      2. Docked for Repairs
      3. Finding the Way
      4. Lobot, Rehabilitated Intellectual
      5. Permission Granted
      6. A Responsible Businessman
      7. Sabacc
      8. What Have We Here?

      Bespin Culture – Shadow (10 Cards):
      9. Bespin Investigator
      10. Bespin Stalker
      11. Bespin Watchmen
      12. Extortion
      13. I've Done All I Can
      14. Off the Books
      15. Pistol Whip
      16. Ugnaught Ingenuity
      17. Ugnaught Mechanics
      18. Ugnaught Specialist

      Fringe Culture – Alliance (18 Cards):
      19. Benedict, Sewage Engineer
      20. Clandestine Shipments
      21. Dash, Good for the Credits
      22. Dash's Blaster
      23. Falling Back
      24. Jetpack
      25. Lando, Seeking Redemption
      26. Leebo, Eccentric Repair-droid
      27. A Living Martyr
      28. Not Hired to Fight
      29. Outrider
      30. Pulse Bomb
      31. Rogue Twelve
      32. Showdown
      33. Shut Him Up or Shut Him Down
      34. Split Decision
      35. Taking Stock of the Situation
      36. Threepio, Pilot of the Falcon

      Fringe Culture – Shadow (21 Cards):
      37. Aggression
      38. Black Sun Agent
      39. Black Sun Blastboat
      40. Black Sun Enforcer
      41. Black Sun Profiteer
      42. Black Sun Syndicate
      43. Black Sun Underling
      44. Black Sun Vigo
      45. Boba, Dark Collector
      46. Dark Hands in Dark Dealings
      47. Falleen's Fist
      48. Gladiator Droid
      49. Guri, Exquisite Killer
      50. Malprogramming
      51. More Than a Criminal
      52. Paid Up
      53. Pheromones
      54. Stinger
      55. Virago
      56. Wealth of Information
      57. Xizor, The Dark Prince

      Imperial Culture (18 Cards):
      58. An Agreeable Business Partner
      59. Diamond Boron Missile
      60. Disabled
      61. Imperial Chaser
      62. Imperial Commando
      63. Imperial Enclave
      64. Imperial Fleet Admiral
      65. Imperial Gunner
      66. Imperial Invader
      67. In Range
      68. Misplaced Trust
      69. Okins, Ruthless Admiral
      70. Stormtrooper Commander
      71. Stormtrooper Squad
      72. A Suitable Compensation
      73. Suprosa
      74. Under Heavy Fire
      75. Xizor, Servant of the Empire

      Jedi Culture (11 Cards):
      76. A Close Connection
      77. Dangers of the Dark Side
      78. Echoes of Kenobi
      79. I Cannot Interfere
      80. Inside Information
      81. Obi-Wan's Journal
      82. Refining His Skills
      83. Strong is Vader
      84. There is Another
      85. Why Didn't You Tell Me?
      86. Yoda, Elder Knight

      Rebellion Culture (16 Cards):
      87. Bothan Infiltrator
      88. The Bothan Intelligence Network
      89. Chewie, Snoova
      90. Daring and Brave
      91. Leia, Boushh
      92. Mustering New Allies
      93. Of Vital Importance
      94. Paying for Protection
      95. Precision Strike
      96. Rogue Squadron X-wing
      97. Rogue's Astromech
      98. Temporary Facility
      99. Time and Route
      100. Two Enemies to Face
      101. Wedge, Corellian Rebel
      102. Wes, Native of Taanab

      Sith Culture (16 Cards):
      103. Atrocity
      104. Dueling Droid
      105. The Emperor's Affection
      106. Emperor's Skyhook
      107. Healing Old Wounds
      108. Imperial Center
      109. Insidious Strategy
      110. Jix, Servant of the Sith
      111. New Enemy
      112. New Fear
      113. Sith Lightsaber
      114. Sith Star Destroyer
      115. Unending Pursuit
      116. Vader, The Fallen Skywalker
      117. Vader's Starfighter, Sith Lord's TIE
      118. With Our Combined Strength

      Tatooine Culture – Alliance (2 Cards):
      119. Luke, Weary Warrior
      120. Luke's Swoop

      Tatooine Culture – Shadow (21 Cards):
      121. Assassin
      122. Dispatched With Haste
      123. Gizman, Swoop-master
      124. Gizman's Swoop
      125. Illegal Swoop
      126. In the Red
      127. Jabba, Denizen of Tatooine
      128. Jabba's Interests
      129. Rammed
      130. Riding Gear
      131. Running Him Down
      132. Spiker, Chiss Infiltrator
      133. Swift End
      134. Swoop Assassin
      135. Swoop Expert
      136. Swoop Jockey
      137. Swoop Outlaw
      138. Swoop Patroller
      139. Swoop Rider
      140. Swoop Spotter
      141. Swooper's Blaster

      Creature Deck (8 Cards):
      142. Coruscant Underworld
      143. Dank Tunnels
      144. Firecat
      145. Hawk-bat
      146. Mountain-wampa
      147. Sewer Serpent
      148. Strangled
      149. Undercity Dianoga

      Adventure Path (9 Cards):
      150. Coruscant
      151. Gall
      152. Imperial Palace
      153. Kile Base
      154. Ord Mantell Junkyard
      155. Sith Castle
      156. Smuggler's Gorge
      157. Stone Needle
      158. Xizor's Palace

      Premium Starter Deck Characters (2 Cards):
      159. Dash, Outrider's Captain
      160. Xizor, Leader of Black Sun

      November 20, 2012, 04:37:22 PM
      Reply #66

      menace64

      • The Late-Night Moderator
      • *****
      • Information Offline
      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #66 on: November 20, 2012, 04:37:22 PM »
      Return of the Jedi

      1. The Force, The Source of Power
      2. The Force, Strength of the Galaxy

      Endor Culture (40 Cards):
      3. Artoo, Demigod
      4. Band of Bowmen
      5. Battle-horn
      6. Brought Down
      7. Catapult
      8. Chirpa, Chief of the Tribe
      9. Courageous in Battle
      10. Diversion
      11. Divine Influence
      12. Ewok Archer
      13. Ewok Bow
      14. Ewok Glider
      15. Ewok Warrior
      16. Hail of Stones
      17. High Into the Trees
      18. Impersonation
      19. Join the Fight
      20. Logray, Tribal Shaman
      21. Long Spear
      22. Lost in the Wilderness
      23. Main Course
      24. An Old Friend of Mine
      25. Paploo, Brave Scout
      26. A Part of the Tribe
      27. The Realm of the Great Tree
      28. Simple Tactics
      29. Sling
      30. Sound the Attack
      31. Teebo, Watcher of the Stars
      32. Threepio, The Golden One
      33. Trapper
      34. Trials by Firelight
      35. Unheeded
      36. Village Sentry
      37. Village Tribesman
      38. Wary
      39. Were You Looking For Me?
      40. Wicket, Jittery Little Thing
      41. Wokling
      42. Yub Yub!

      Fringe Culture – Alliance (38 Cards):
      43. All in Bonds
      44. Backwater Pilot
      45. Base of Operations
      46. Blind Luck
      47. Chewie, Prisoner of the Palace
      48. Chewie, Sworn Companion
      49. Chewie's Satchel
      50. Clever Disguise
      51. Direct Hit
      52. Down on His Luck
      53. Enter the Hive
      54. Gondar Helmet
      55. Han, Son of Corellia
      56. Han, Warming Up
      57. Hibernation Sickness
      58. Infiltrated Blaster
      59. I'll Pay You Triple
      60. Just a Little Higher!
      61. Lando, Rebel Sympathizer
      62. Lando, Tamtel Skreej
      63. Lando's Vibro-axe
      64. Leia, Infiltrating Operative
      65. Millennium Falcon, Fastest Ship in the Fleet
      66. Now I Owe You One
      67. Precarious Position
      68. Private Yacht
      69. The Respectful One
      70. Retort
      71. The Same as Always
      72. A Smuggler's Luck
      73. Smuggler's Reunion
      74. Someone Who Loves You
      75. Spice Trader
      76. Stolen Skiff
      77. Tanus, Insider
      78. Thermal Detonator
      79. Well Who Says They Didn't?
      80. We're On Our Way!

      Fringe Culture – Shadow (38 Cards):
      81. All Warmed Up
      82. Behind the Line
      83. Bib, Majordomo
      84. Boba, Disciple of the Hunt
      85. Boba, In Jabba's Employ
      86. Crooked Ambitions
      87. Den of Thieves
      88. Dengar, Corellian Tracker
      89. Desilijic Tattoo
      90. Feeding Bowl
      91. Fett's Jetpack
      92. Hidden Weapons
      93. Hunter in the Court
      94. Hunter's Rifle
      95. Hutt Bounty
      96. Hutt Influence
      97. Hutt's Assassin
      98. Jabba, Vile Gangster
      99. Jabba's Dais
      100. Jabba's Sail Barge
      101. My Favorite Decoration
      102. Nar Shaddaa Interlopers
      103. No Bargain
      104. Outer Rim Warship
      105. Overwatch
      106. Periphery Sensors
      107. The Power of the Outer Rim
      108. Quick Reflexes
      109. Rallied by Credits
      110. Rocket Launcher
      111. Salacious, Kowakian Miscreant
      112. Shadowy Chaser
      113. Snare Line
      114. Soldier of Fortune
      115. Spice Runner
      116. Tracking In for the Kill
      117. Traveled Far and Long
      118. Wandering Hunter

      Imperial Culture (44 Cards):
      119. Accuser
      120. Bulwark
      121. Chimaera
      122. Combat Readiness
      123. Control Officer
      124. Dune Walker
      125. Elite Star Destroyer
      126. Endicott, Stern Lieutenant
      127. An Entire Legion of My Best Troops
      128. How Could They Be Jamming Us?
      129. Imperial Combatant
      130. Imperial Conqueror
      131. Imperial Infantry
      132. Imperial Killer
      133. Imperial Navy Gear
      134. Imperial Pilot
      135. Imperial Shuttle
      136. Imperial Stormtrooper
      137. Imperial TIE
      138. Imperial Veteran
      139. Imperial Weaponsmaster
      140. Insurmountable Forces
      141. Mobilized
      142. New Terror
      143. Operational as Planned
      144. Piett, Veteran of the Navy
      145. Ready for War
      146. Saber Squadron TIE
      147. Security Shield
      148. Shuttle Captain
      149. Something Special Planned for Them
      150. Soontir Fel, Corellian Baron
      151. Stormtrooper Armor
      152. Stormtrooper Blaster
      153. Stormtrooper Corporal
      154. Stormtrooper Division
      155. Stormtrooper Formation
      156. Stormtrooper Legion
      157. Sweeping the Area
      158. They Will Be Dealt With
      159. TIE Interceptor
      160. Visage
      161. Volley Fire
      162. We Shall Double Our Efforts

      Jedi Culture (21 Cards):
      163. But Not That Strong
      164. Force Kick
      165. Forced Entry
      166. I Must Be Allowed to Speak
      167. I Was Wrong
      168. I've Come Back to Complete the Training
      169. Jedi Master's Abode
      170. Jedi Mind Trick
      171. Knight's Robes
      172. Lightsaber Deflection
      173. Luke's Lightsaber
      174. Obi-Wan's Apparition, Jedi Ghost
      175. A Promise
      176. Sick Have I Become
      177. Twilight is Upon Me
      178. Underestimated
      179. Weapon Levitation
      180. Wise Advice
      181. Yoda, Great Warrior
      182. Yoda, Practitioner of the Luminous
      183. Yoda Will Always Be With You

      Rebellion Culture (36 Cards):
      184. Ackbar, Leader of the Alliance
      185. Arc Welder
      186. Artoo, Just Serving Drinks
      187. Assembling the Fleet
      188. Capital Support
      189. Commando Rifle
      190. Concentrate All Fire
      191. Critical Error Revealed
      192. Dressellian Commando
      193. A Gift
      194. Home One
      195. Independence
      196. I'm With You, Too
      197. Leia, Enslaved
      198. Leia's Blaster
      199. Luke, Friend to Captain Solo
      200. Luke, Young Jedi
      201. A Message to Your Master
      202. Miscommunication
      203. Mon Calamari Pilot
      204. Mon Calamari Technician
      205. Mothma, Courageous Leader
      206. A Proper Show of Strength
      207. Rebel A-wing
      208. Rebel Star Cruiser
      209. Rebel X-wing
      210. Rebel's Struggle
      211. Seeking an Audience
      212. The Signal
      213. Storage Compartment
      214. Strength of Spirit
      215. Threepio, Interpreter of Jabba
      216. Tydirium
      217. Unfriendly Fire
      218. Walex, Shipwright
      219. You're Going to Regret This

      Sith Culture (38 Cards):
      220. Accepting the Truth
      221. Agent of the Sith
      222. All Thought Bent on It
      223. An Unexpected Pleasure
      224. Armed Only With This
      225. Bound to His Will
      226. Coruscanti Delegate
      227. Coruscanti Robes
      228. Dark Motivation
      229. Dark Passion
      230. A Distant Impression
      231. The End of the Rebellion
      232. Executor, Super-class Star Destroyer
      233. Executor Turbolaser
      234. He Will Seek You Out
      235. Imperial Liaison Officer
      236. Imperial Servitor
      237. Invasion of the Mind
      238. Jerjerrod, Subservient Moff
      239. Leave Them to Me
      240. Mooring Fighter
      241. New Master
      242. Overseeing it Personally
      243. Pitiful Little Band
      244. Pleasantries
      245. Proceeding as He Has Foreseen
      246. Rise, My Friend
      247. Royal Escort
      248. Service Blaster
      249. Sinister Cavalcade
      250. Sith Foresight
      251. Sith Pupil
      252. Thick as Flies
      253. Tyranny
      254. Vader, Imperial Overseer
      255. Vader, Slave to the Emperor
      256. Vader's Personal Transport, Lambda-class Shuttle
      257. You Cannot Hide Forever

      Tatooine Culture – Shadow (41 Cards):
      258. Barada, Chief Repulsor Mechanic
      259. B'omarr Monk
      260. Cast into the Pit
      261. Denizens of the Palace
      262. Escort Skiff
      263. EV-9D9, Warden of the Droids
      264. Eyes in the Dark
      265. Fiendish
      266. Fit Him With a Restraining Bolt
      267. Fusillade
      268. Gatewatcher
      269. Guard's Spear
      270. Havoc
      271. He Hopes You Will Die Honorably
      272. Heavy Personnel Cannon
      273. In Complete Control
      274. Laceration
      275. Palace Creep
      276. Palace Instigator
      277. Palace Keeper
      278. Palace Ruffian
      279. Palace Scavenger
      280. Palace Strangler
      281. Palace Zealot
      282. Pandemonium
      283. Powerful and Mighty
      284. Prod
      285. Repair Droid
      286. Retracting Plank
      287. Sawed-off Blaster
      288. Skiff
      289. Skiff-master
      290. Torture Droid
      291. Vibro-axe
      292. Weequay Hunter
      293. Weequay Lookout
      294. Weequay Marksman
      295. Weequay Watcher
      296. Well Guarded
      297. Wounded Wookiee
      298. You're a Fiesty Little One

      Creature Deck (25 Cards):
      299. Bantha Bull
      300. Bantha Herd
      301. The Battle of Carkoon
      302. Bubo
      303. Disgusting Creatures!
      304. Dungeon Rat
      305. Echoing Howl
      306. Gorg
      307. Held
      308. Into the Maw
      309. Jabba's Rancor, Terror of the Pit
      310. Klatooine Paddy Frog
      311. Litter and Bones
      312. Malakili, Creature-keeper
      313. Palace Predator
      314. Sandstorm
      315. Sandwhirl
      316. The Sarlacc, Keeper of the Dune Sea
      317. Second Barrier
      318. Tatooine Predator
      319. Tentacle
      320. Trap Door
      321. Well-fed
      322. Wild Moon
      323. Worrt

      Adventure Path (40 Cards):
      324. Audience Chamber
      325. Back Door
      326. Canyon Route
      327. Chief Chirpa's Hut
      328. Dagobah
      329. Death Star II Docking Bay
      330. Death Star II Orbit
      331. Dense Forest
      332. Distant Rendezvous
      333. Droid Workshop
      334. Endor
      335. Endor Approach
      336. Endor Bunker
      337. Endor Landing Platform
      338. Ewok Village
      339. Fog-bound Moor
      340. Forest Clearing
      341. Gantries
      342. Great Forest
      343. Great Pit of Carkoon
      344. Hidden Landing Site
      345. Home One War Room
      346. Jabba's Palace
      347. Lower Deck
      348. Mooring Spire
      349. Nal Hutta
      350. Palace Dungeon
      351. Palace Entrance
      352. Palace Passageway
      353. Passenger Deck
      354. Rancor Pit
      355. Rebel Staging Area
      356. Solemn Hollow
      357. Sullust
      358. Taanab
      359. Tatooine
      360. Tatooine Expanse
      361. Village Center
      362. Village Walkway
      363. Western Dune Sea

      Premium Starter Deck Characters (2 Cards):
      364. Leia, Royal Highness
      365. Jabba, Exalted One

      November 20, 2012, 04:40:18 PM
      Reply #67

      menace64

      • The Late-Night Moderator
      • *****
      • Information Offline
      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #67 on: November 20, 2012, 04:40:18 PM »
      Sentry Moon

      Endor Culture (22 Cards):
      1. Arrows Thick on the Air
      2. Chewie, Tree-climber
      3. Dogpile
      4. Drawn Taut
      5. Ewok Celebration
      6. Ewok Hatchet
      7. Ewok Hunter
      8. Fervor
      9. Forests of Endor
      10. Horn of Endor
      11. Intuitive Understanding
      12. Kazak, Advisor to Chief Chirpa
      13. Large Stone
      14. Leader's Headdress
      15. Pronouncement
      16. Renewed Assault
      17. Safe Paths
      18. Secret Entrance
      19. Taking the Field
      20. Threepio's Magic
      21. Village Elder
      22. Wuta, Ewok Explorer

      Fringe Culture – Alliance (13 Cards):
      23. Audacious Gamble
      24. Bravado
      25. Chewie's Bowcaster, Faithful Crossbow
      26. Chewie's Walker
      27. Field-dressing
      28. Han's Heavy Blaster, Scoundrel's Pistol
      29. I Have an Idea
      30. Inspiring Leader
      31. I'm Sorry
      32. Let's Keep a Little Optimism Here
      33. Masterful Hit
      34. Take Cover
      35. Tydirium, Hunk of Junk

      Fringe Culture – Shadow (16 Cards):
      36. Bane, Paranoid Telepath
      37. Fozec, Man of Many Allegiances
      38. Gangster's Net
      39. Hookah
      40. Jabba's Bodyguard
      41. Jabba's Henchman
      42. Jabba's Observer
      43. Just a Little Sidetracked
      44. Lost in Translation
      45. My Kind of Scum
      46. No Less
      47. Pirate Frigate
      48. Terminated Immediately
      49. Unending Greed
      50. Upgraded Tracking Vessel
      51. Wrist Laser

      Imperial Culture (29 Cards):
      52. Accelerate
      53. Avarik, Corulag Brawler
      54. Biker Scout Armor
      55. Biker Scout Blaster
      56. Don't Move
      57. Go for Help!
      58. High-speed Tactics
      59. Hot Pursuit
      60. Igar, Walker-general
      61. Imperial Academy Training
      62. Imperial Speeder Bike
      63. Marquand, Imperial Major
      64. On High Alert
      65. Perimeter Patrol
      66. Search and Destroy
      67. Scattered
      68. Scout Leader
      69. Scout Picket
      70. Scout Pursuer
      71. Scout Recon
      72. Scout Stalker
      73. Scout Trooper
      74. Speeder Bike Cannon
      75. Tempest Driver
      76. Tempest One
      77. Tempest Pilot
      78. Tempest Scout
      79. Tempest Technician
      80. Tempest Walker

      Jedi Culture (9 Cards):
      81. A Certain Point of View
      82. Confessions in t he Pale Moonlight
      83. Dismembered
      84. Leia, Daughter of Skywalker
      85. More Machine Now Than Man
      86. Night Must Fall
      87. On This Moon
      88. The Only Hopes for the Alliance
      89. Revelation

      Rebellion Culture (25 Cards):
      90. All the Help We Can Get
      91. Battle Plan
      92. Brooks, Veteran Pathfinder
      93. Commando Training
      94. Commando's Blaster
      95. Commando's Cloak
      96. Count Me In
      97. Covert Landing
      98. Crix, Visionary Advisor
      99. Endor Trooper
      100. Explosive Charge
      101. Firefight
      102. Greeve, Insertion Commando
      103. Han, General Solo
      104. Insurrection
      105. Leia's Vengeance
      106. Luke, A Danger to the Mission
      107. Page, Insertion Commando
      108. Rebel Commando
      109. Rebel Strike Team
      110. Sharpshooter Rifle
      111. Speeder Bike
      112. Survival Helmet
      113. There is Good in Him
      114. War Must Be

      Sith Culture (9 Cards):
      115. Conduct Your Search
      116. Fanfare
      117. Fates Entwined
      118. I Shouldn't Have Come
      119. Misuse of Power
      120. The True Nature of the Force
      121. Vader, Sworn to Darkness
      122. Sith Armor, Conservator
      123. Surrendered

      Tatooine Culture – Shadow (17 Cards):
      124. Brutality
      125. Gamorrean Axe
      126. Gamorrean Beast
      127. Gamorrean Enforcers
      128. Gamorrean Guards
      129. Gamorrean Jailor
      130. Gamorrean Sentinel
      131. Hefty Swing
      132. Imprisoned
      133. Maintenance Droid
      134. None Shall Pass
      135. Oola, Slave Dancer
      136. Palace Cur
      137. Ortugg, Strongarm
      138. The Rack
      139. Summoned to the Court
      140. The Way is Shut

      Creature Deck (9 Cards):
      141. Bordok
      142. Churi
      143. Concealing Canopy
      144. Deadly Adaptations
      145. Gorax
      146. Gureck
      147. Lush and Exotic
      148. Mantigrue
      149. The Planet's Setting

      Adventure Path (9 Cards):
      150. Chandrilla
      151. Dark Corridors
      152. Death Star II Lift
      153. Endor Orbit
      154. Hidden Forest Trail
      155. Palace Tunnel
      156. Prep Bay
      157. Thick Foliage
      158. Wild Forest

      Premium Starter Deck Characters (2 Cards):
      159. Threepio, Voice of the Stories
      160. Han, Hardened Fighter

      November 20, 2012, 04:42:40 PM
      Reply #68

      menace64

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      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #68 on: November 20, 2012, 04:42:40 PM »
      Reflections

      0. Beyond the Galactic Rim
      1. The Force, The Binding Force

      Bespin Culture - Alliance (3 Cards):
      2. Lady Luck
      3. Slave-circuit
      4. Streen, Bearer of Affinity

      Bespin Culture – Shadow (2 Cards):
      5. Lobot, Centralizer
      6. Wind and Weather

      Endor Culture (1 Card):
      7. Threepio's Throne

      Fringe Culture – Alliance (5 Cards):
      8. The Katana Fleet
      9. Mara, Bearer of Avidity
      10. Talon, Center of Attention
      11. Wilde Karrde
      12. Z-95 Headhunter

      Fringe Culture – Shadow (2 Cards):
      13. IG Assassin Droid
      14. Wraith

      Imperial Culture (7 Cards):
      15. Battle Meditation
      16. Cloaking Device
      17. Dreadnaught
      18. Joruus C'baoth, Fallen Jedi Master
      19. Pellaeon, Captain of the Chimaera
      20. Rukh, Noghri Commando
      21. Thrawn, Grand Mastermind

      Jedi Culture (6 Cards):
      22. Chu'unthor
      23. Gantoris, Bearer of Hauteur
      24. Jedi Holocron
      25. Luke, Master of the Force
      26. The Netherworld of the Force
      27. Yoda, Bearer of Providence

      Rebellion Culture (7 Cards):
      28. Corran, Bearer of Courage
      29. Dual-phase Lightsaber
      30. E-wing Starfighter
      31. Fireworks
      32. Leia, Bearer of Legacies
      33. Rogue Nine
      34. Wedge, Bane of Death Stars

      Sith Culture (9 Cards):
      35. The Death Star, Instrument of the Sith
      36. Double-bladed Lightsaber
      37. Emperor's Throne
      38. Exar Kun, Lord of Ancient Sith Magic
      39. Luuke, Dark and Twisted Clone
      40. Malignant Artifice
      41. Mara, The Emperor's Hand
      42. Sith Holocron
      43. Vader, Weapon of the Dark Powers

      Tatooine Culture – Shadow (4 Cards):
      44. Jabba, Prince of Great Nal Hutta
      45. Jabba's Entourage
      46. Mara, Arica
      47. Pulse Rifle

      Creature Deck (5 Cards):
      48. Energy Spider
      49. Gundark
      50. Massassi Shadow
      51. Vornskr
      52. Ysalamir

      Adventure Path (8 Cards):
      53. Alderaan
      54. Bright Tree Village
      55. Driftdocks
      56. Jedi Praxeum
      57. Kessel Tunnelworks
      58. Massassi Temple
      59. Mount Tantiss
      60. Slave One Holding Cell

      November 20, 2012, 04:45:57 PM
      Reply #69

      menace64

      • The Late-Night Moderator
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      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #69 on: November 20, 2012, 04:45:57 PM »
      Power of the Dark Side

      Endor Culture (12 Cards):
      1. Council of Elders
      2. Ewok Pipe
      3. Ewok Prowler
      4. Graak, Cunning Trapper
      5. Grim Trophies
      6. Imperial Rifle
      7. Now We Fight
      8. Rabin, Tamer of Beasts
      9. A Sudden Rage
      10. Trip-wire
      11. Unlikely Allies
      12. Wicket, Warrior of Endor

      Fringe Culture – Alliance (12 Cards):
      13. Cargo Hauler
      14. Convoy Picket
      15. Fly Casual
      16. A Friend in Need
      17. Harc, Accountant
      18. I've Got Your Promise, Now
      19. Keen Interests
      20. Lando, Hero of Taanab
      21. Military Discipline
      22. Missile Launcher
      23. Quad Laser Cannons
      24. Ralltiir Freighter Captain

      Fringe Culture – Shadow (12 Cards):
      25. Boba, The Mandalorian
      26. Boba Fett's Blaster Rifle, Tool of the Hunter
      27. Composite Designs
      28. Daring Ambusher
      29. Dropping In
      30. Fearless and Inventive
      31. Hutt Prince
      32. Jabba's Sentry
      33. Salvaged Starfighter
      34. Silent Vigil
      35. Ugly Class Starfighter
      36. Well-trained Eye

      Imperial Culture (26 Cards):
      37. 181st Pilot
      38. Attack Position
      39. Destructive Blast
      40. Dominator
      41. Elite Armor
      42. Elite Wingman
      43. Executor, Hammer of the Navy
      44. Fighters Coming In
      45. Heading For the Medical Frigate
      46. Holding Position
      47. Imperial Hunter
      48. Imperial Skirmisher
      49. Imperial Stormer
      50. Interceptor Wing
      51. Interdictor Class Heavy Cruiser
      52. It's a Trap!
      53. Jendon, Onyx Lead
      54. Judicator
      55. Onyx Fighter
      56. Palpatine, Overlord of the Empire
      57. Saber Fighter
      58. The Second Death Star, The End of the Alliance
      59. Superlaser Mark II
      60. That Thing's Operational!
      61. Thunderflare
      62. We Won't Get Another Chance at This

      Jedi Culture (23 Cards):
      63. Anakin Skywalker, My Father
      64. Anakin's Apparition, Redeemed
      65. Artoo, Friend of Yoda
      66. Discarded Weapon
      67. He Was a Good Friend
      68. Honor of the Jedi
      69. Hope and Determination
      70. I Feel the Conflict
      71. I Took it Upon Myself
      72. A Jedi's Insight
      73. Luke, Last of the Jedi
      74. Luke's Cloak
      75. Luke's Lightsaber, Symbol of Redemption
      76. Menace Fades
      77. Our Only Hope
      78. A Task Still to Be Done
      79. To Look On You With My Own Eyes
      80. Torment
      81. The Way of Things
      82. Yoda, Strong With the Force
      83. Yoda's Apparition, Visiting From Beyond
      84. Yoda's Robes
      85. You've Failed, Your Highness

      Rebellion Culture (26 Cards):
      86. A-wing Cannons
      87. Already On My Way Out
      88. Concussion Missiles
      89. Defiance
      90. Enhanced Proton Torpedoes
      91. Good Shot!
      92. Green Three
      93. Lando's Command
      94. Launching the Assault
      95. Masanya
      96. Millennium Falcon, Gold One
      97. Mon Calamari Star Cruiser
      98. Nien, Trusty Copilot
      99. Overthrown
      100. Point-Blank Range
      101. Rebel B-wing
      102. Rebel Fighter Wing
      103. Rebel Mechanic
      104. She Won't Get a Scratch
      105. Squadron Assignments
      106. Starfighter Pilot
      107. Taking Them With Us
      108. That Was Too Close
      109. Through the Fire and Flames
      110. Wedge, Leader of Red Squadron
      111. Wedge's X-wing, Red One

      Sith Culture (24 Cards):
      112. Bring Him Before Me
      113. Dark Betrayal
      114. Emperor's Personal Shuttle
      115. Emperor's Power
      116. Force Lightning
      117. Force Pike
      118. Janus, Cruel-heart
      119. Kir, Dark Devotee
      120. Made to Serve the Emperor
      121. Palpatine, Dark Jedi Master
      122. Royal Armor
      123. Royal Defender
      124. Royal Guard
      125. Royal Retinue
      126. The Second Death Star, Fully-operational
      127. Sim, Senior Political Advisor
      128. Sith Robes
      129. So Be It, Jedi
      130. Strike Me Down
      131. Take Your Father's Place
      132. There is No Conflict
      133. Vader, Twisted and Evil
      134. Walking Into a Trap
      135. Weapon of the Sith, Saber of Darkness

      Tatooine Culture – Shadow (15 Cards):
      136. Abhor
      137. Ak-Buz, Captain of the Barge
      138. Ephant, Loyal to Jabba
      139. Execution Skiff
      140. Fill With Fear
      141. Ghana, Gamorrean Cleaver
      142. Harsh Histories
      143. Malice
      144. Maneuvering Into Position
      145. Palace Assassin
      146. Palace Raider
      147. Smelter Droid
      148. Unfamiliar Territory
      149. Weequay Jackal
      150. Weequay Long-rifle

      Adventure Path (8 Cards):
      151. Death Star II Approach
      152. Downtown Square
      153. Emperor's Throne Room
      154. Endor Shield Generator
      155. Imperial City
      156. Mon Calamari
      157. New Quarter
      158. Reactor Core

      Premium Starter Deck Characters (2 Cards):
      159. Lando, Gold Leader
      160. Palpatine, Sith Lord

      November 20, 2012, 04:49:15 PM
      Reply #70

      menace64

      • The Late-Night Moderator
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      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #70 on: November 20, 2012, 04:49:15 PM »
      Scum and Villainy

      1. The Force, The Source of Power
      2. The Force, The Unifying Force

      Alien Culture (40 Cards):
      3. Bantha Droid
      4. The Bith Shuffle
      5. Bloodthirsty
      6. Bounty Postings
      7. Business Droid
      8. Cantina Brawl
      9. Cobbled Armor
      10. Dashade Assassin
      11. Defel Stalker
      12. Devaronian Subduer
      13. Distruptor Pistol
      14. Djas, Sakiyan Bounty Hunter
      15. Droid Merchant
      16. Duros Trader
      17. Eyes Everywhere
      18. Freelance Hunter
      19. Gangster's Bounty
      20. Garindan, Clever Spy
      21. Givin Slaver
      22. Gotal Collector
      23. Greedo, Rodian Henchman
      24. Greedo's Blaster
      25. Guidance Droid
      26. Gunned Down
      27. Huttese Raider
      28. Incompacitator
      29. Jabba, Hutt Slaver
      30. Jabba's Space Cruiser
      31. Jabba's Twerps
      32. Monitored
      33. Myo, Abyssin Scout
      34. Plated Gunboat
      35. Prefect's Bounty
      36. Respirator
      37. Rodian Lurker
      38. Running Silent
      39. Spice-addiction
      40. Tarkin's Bounty
      41. We Must Be Cautious
      42. Zutton Dealer

      Endor Culture (16 Cards):
      43. Catalyst
      44. Chirpa, Elder Statesman
      45. Commandeering
      46. Defensible Position
      47. Encircled
      48. Ewok Protector
      49. Ewok Spear
      50. Forest Patrol
      51. Heavy Losses
      52. Paploo, Furball
      53. Romba, Village Defender
      54. Stolen Speeder
      55. A Very Primitive Dialect
      56. Village Guardian
      57. Village Sentinel
      58. Wicket, Ewok Scout

      Fringe Culture – Alliance (20 Cards):
      59. Better Her Than Me!
      60. BlasTech Heavy Pistol
      61. Brainiac, Siniteen Spacer
      62. Chewie, Warrior of Kashyyyk
      63. Dejarik Holotable
      64. From One Side of This Galaxy to the Other
      65. Han, Corellian Rogue
      66. Honest Traders
      67. Kessel Run
      68. K'lor'slug
      69. Lando, Socorran Gambler
      70. Lando's Blaster Rifle
      71. Mantellian Savrip
      72. Millennium Falcon, Corellian Freighter
      73. Molator
      74. Nick of Time
      75. Outer Rim Scout
      76. Sworn to Silence
      77. Unquestioned Loyalty
      78. Well That's the Trick, Isn't It?

      Imperial Culture (27 Cards):
      79. Armored Patrol
      80. Bast, Personal Aide
      81. Besieged
      82. Blaster Scope
      83. Chasing Trooper
      84. Courage Under Fire
      85. Death Star Platoon
      86. Flanking Formation
      87. Imperial Governor
      88. Impregnable
      89. Invading Trooper
      90. Isolation
      91. Light Repeating Blaster
      92. Messenger Droid
      93. Might of the Empire
      94. Outer Rim Star Destroyer
      95. Outer Rim TIE
      96. Plastoid Armor
      97. Praji, Able Leader
      98. Progressive Interrogation
      99. Pursuing Trooper
      100. She Lied to Us!
      101. Tarkin, Ambitious Governor
      102. Tarkin's Star Destroyer
      103. They're Coming Through!
      104. Tracking Trooper
      105. Vanquishing Trooper

      Jedi Culture (20 Cards):
      106. Alter
      107. Beyond the Dune Sea
      108. BoShek, Force-sensitive Pilot
      109. Cloud of Fear and Mystery
      110. Desperate Plea
      111. He Wanted You to Have It
      112. I Want to Become a Jedi
      113. Influence
      114. Jemour, Trusted Contact
      115. Kenobi's Landspeeder
      116. Legendary Reputation
      117. My Mission Has Failed
      118. Obi-Wan, Veteran of the Clone Wars
      119. Obi-Wan's Cape
      120. Obi-Wan's Lightsaber, Jedi Relic
      121. Staying Informed
      122. That's What Your Uncle Told You
      123. They Would Be a Threat to Him
      124. Water Pipe
      125. Youthful Energy

      Native Culture (40 Cards):
      126. Acquisition
      127. Ambushing Tusken
      128. Band of Jawas
      129. Dathcha, Nebit's Scout
      130. Demo Droid
      131. Denizen of the Desert
      132. Denizen of the Dune Sea
      133. Don't Shoot!
      134. Emboldened Tusken
      135. Gaffi Stick
      136. Gonk Droid
      137. In Dangerous Territory
      138. Jawa Clan
      139. Jawa Pack
      140. Jawa Robes
      141. Kalit, Jawa Chieftain
      142. Kalit's Sandcrawler
      143. Magnetic Suction Tube
      144. Nebit, Chief Negotiator
      145. No Strangers to These Lands
      146. Obsolete Astromech
      147. Plundering Jawa
      148. Raiding Tusken
      149. RR'uruurrr, Tribesman
      150. The Sand People
      151. Sandcrawler Transport
      152. Scavenging Jawa
      153. Sniper Rifle
      154. Spurred to Battle
      155. Strength in Numbers
      156. Sudden Attack
      157. Swindling Jawa
      158. Tinkering Ugnaught
      159. Tusken Bantha
      160. Tusken Camp
      161. Tusken Elder
      162. Tusken Mask
      163. Ugnaught Hammer
      164. Ugnaught Underling
      165. Will This Never End?

      Rebellion Culture (20 Cards):
      166. Artoo, Keeper of the Plans
      167. Close Quarters
      168. Docking and Repair Facilities
      169. Gold Squadron Y-wing
      170. Grappling Hook
      171. Infantry Armor
      172. Inner Rim Spy
      173. Keyan, Lucky Pilot
      174. Leia, Princess Organa
      175. Luke, Gifted With the Force
      176. Luke's Cape
      177. Pilot's Blaster
      178. Planning the Attack
      179. Rebel Officer
      180. Red Squadron Astromech
      181. Red Squadron X-wing
      182. Sprial
      183. Thank the Maker
      184. They're On Dantooine
      185. Threepio, The Adventurer

      Sith Culture (24 Cards):
      186. As You Wish
      187. Dark Alter
      188. Dark Jedi Lightsaber
      189. A Disturbance in the Force
      190. Echoes of the Past
      191. Emperor's Intuition
      192. The End of Bureaucracy
      193. Force Choke
      194. Khurgee, Security Officer
      195. Passion and Anger
      196. Personal Guard
      197. Physical Choke
      198. Planetside Detachment
      199. Prophecy
      200. Sith Disciple
      201. Sith Wisdom
      202. Suddenly Silenced
      203. Tracking Device
      204. Turned to Evil
      205. Vader, Prophet of the Dark Side
      206. Vader's Cape
      207. Vader's Demands
      208. Vader's Interrogation Droid
      209. Warrior in Black

      Creature Deck (25 Cards):
      210. Aggressive Bantha
      211. Aggressive Dewback
      212. Alpha's Territory
      213. Arid Predator
      214. Bantha of Tatooine
      215. Burrow
      216. Canopy Predator
      217. Canyon Krayt
      218. Desert Beast
      219. Downwind
      220. Eaten Alive
      221. Echoing Howl
      222. Greater Krayt Dragon
      223. Jungle Predator
      224. Marsh Predator
      225. Natural Killer
      226. Nightfall
      227. Pack of Scurriers
      228. Slimy Mud Hole
      229. Solitary Hunter
      230. Tactics of Instinct
      231. Tundra Predator
      232. Wampa Bull
      233. Wild Dianoga
      234. Wild Rancor

      Adventure Path (40 Cards):
      235. Anchorhead Repair Shop
      236. Ancient Forest
      237. Asteroids of Alderaan
      238. Audessian Expanse
      239. Cave Entrance
      240. Corellia
      241. Corporation Road
      242. Dantooine Orbit
      243. Dark Forest
      244. Death Star Bridge
      245. Death Star II Shield
      246. Deserted Encampment
      247. Desilijic Complex
      248. Ewok Settlement
      249. Expanding Marshland
      250. Falcon's Gunner Well
      251. Flats of Hoth
      252. Fortress of the Massassi
      253. Great Temple
      254. Hermit's Hut
      255. Imperial Stronghold
      256. Kashyyyk
      257. Kerner Plaza
      258. Kessel
      259. Leia's Cell
      260. Moors of Dagobah
      261. Nomadic Route
      262. Rebel Base
      263. Rebel Headquarters
      264. Sanctuary Moon
      265. Sandcrawler Bay
      266. Sandcrawler Bridge
      267. Spacers Row
      268. Spice Mines
      269. Star Destroyer Capture Bay
      270. Tatooine Orbit
      271. Trading Post
      272. Tusken Territory
      273. Ubrikkian Trade Tower
      274. Wampa Plains

      November 20, 2012, 04:51:40 PM
      Reply #71

      menace64

      • The Late-Night Moderator
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      • Knight
      • Global Mod
      • Posts: 1898
      • Bruce Campbell is my father.
      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #71 on: November 20, 2012, 04:51:40 PM »
      The Dark Lords

      Alien Culture (20 Cards):
      1. Aqualish Pirate
      2. Boba, Kaminoan Seeker
      3. Boba Fett's Blaster Rifle, Modified Carbine
      4. Bossk, Trandoshan Assassin
      5. Dark Lord's Bounty
      6. Evazan, Wanted Man
      7. Gand Hunter
      8. A High Profile
      9. IG-88, Hunter-killer
      10. IG-2000
      11. Munitions
      12. Ponda, Wanted Man
      13. Quarren Murderer
      14. Res Luk Ra'auf
      15. Rodian Spy
      16. Seeker
      17. Shrouded Stalkers
      18. Slave One, Firespray Patrol Craft
      19. Thrown Aside
      20. What if He Doesn't Survive?

      Bespin Culture – Shadow (1 Card):
      21. Lando, Under Imperial Control

      Endor Culture (9 Cards):
      22. Counterattack
      23. Ewok Avenger
      24. Ewok Determination
      25. Fast Friends
      26. Logray, Wizened Elder
      27. Medicine Cane
      28. Natural Camouflage
      29. Power Belying Their Stature
      30. Spirits of the Trees

      Fringe Culture – Alliance (13 Cards):
      31. Adventurous Spacer
      32. Buying a Little Time
      33. Cargo Vessel
      34. Chewie, Walking Carpet
      35. Effective Repairs
      36. Falcon's Deflectors
      37. Han, TK-422
      38. Houjix
      39. Kintan Strider
      40. Marching Into the Detention Area
      41. Never Tell Me the Odds
      42. Tight Squeeze
      43. Traveled Pilot

      Imperial Culture (17 Cards):
      44. Affiliation Check
      45. Agents of the Bureau
      46. Concealed Blaster
      47. Garrison Commander
      48. Imperial Bureaucrat
      49. Imperial Investigators
      50. Imperial Operative
      51. Imperial Security Bureau
      52. Imperial Targeter
      53. Information Analysis
      54. Intelligence Agent
      55. Intelligence Destroyer
      56. Intelligence Frigate
      57. Purging All Records
      58. The New Order
      59. Vandolay, Intelligence Attache
      60. Yularen, Colonel of the Bureau

      Jedi Culture (6 Cards):
      61. Communing
      62. I Can't Believe He's Gone
      63. I'll Never Join You!
      64. Mysterious Wizard
      65. A New Hope
      66. Old Order Sympathizer

      Native Culture (20 Cards):
      67. Air Car
      68. Carbonite Trap
      69. Cloud City Serf
      70. Cloud City Under-chambers
      71. Corrupted Spy
      72. Crooked Local
      73. Crude and Effective
      74. Dark Alliance
      75. Enthralled
      76. Jumpsuit
      77. Lobot, Cyborg Adjunct
      78. Many Modifications
      79. Scurrying Ugnaught
      80. Skulking Ugnaught
      81. Smelting-works
      82. Storm Car
      83. Tibanna Refinery
      84. Timid Ugnaught
      85. Ugloste, Veteran Manager
      86. Ugnaught Kit

      Rebellion Culture (11 Cards):
      87. Challenging the Empire
      88. Consular Ship
      89. Honor Guard
      90. Insertion Team
      91. Luke, TK-421
      92. Luke's Blaster Rifle
      93. Prisoner of War
      94. Rebel Platoon
      95. Refueling Technician
      96. To Stand and Fall
      97. You'll Be Forced to Kill Me

      Sith Culture (24 Cards):
      98. Dark Side Adept
      99. The Emanation of Darth Vader, Phantom of Fear
      100. Emperor's Bodyguard
      101. The Emperor's Shield
      102. The Emperor's Sword
      103. End This Destructive Conflict
      104. Great Cost
      105. Guard's Robes
      106. Lack of Vision
      107. Palpatine, Dark Lord of the Sith
      108. Palpatine, Embodiment of Evil
      109. Palpatine's Cane
      110. Retribution
      111. Sate, Grand Vizier
      112. Sense of Obligation
      113. Tarkin, Pawn of the Emperor
      114. Taunt
      115. Trap is Sprung
      116. Unbearable Agony
      117. Vader, Dark Disciple
      118. Vader, Lord and Leader
      119. Vader's Starfighter, Enhanced Interceptor
      120. Weapon of the Sith, Fallen Jedi's Weapon
      121. Young Fool

      Creature Deck (10 Cards):
      122. Airsquid
      123. Beldon
      124. Cloud Cover
      125. The Floaters of Bespin
      126. Prevailing Winds
      127. Rawwk
      128. Swooping
      129. The Targets of Poaching
      130. Tibannuck
      131. Velker Flock

      Adventure Path (6 Cards):
      132. Bespin Habitable Zone
      133. Gentes
      134. Hindsasar
      135. Horuz
      136. Imperial Outpost
      137. ISB Central Office

      November 20, 2012, 04:54:08 PM
      Reply #72

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #72 on: November 20, 2012, 04:54:08 PM »
      Skywalkers

      Alien Culture (19 Cards):
      1. Attack Craft
      2. Black Sun Assassin
      3. Black Sun Bounty
      4. Black Sun Informant
      5. Black Sun Mercenary
      6. Black Sun Operative
      7. Black Sun Pirates
      8. Black Sun Swoop
      9. Coruscanti Corrupter
      10. Criminal Underworld
      11. Dispatched for Free
      12. Personal Vendetta
      13. Skyhook
      14. StarViper
      15. The Tendrils of Corruption
      16. Vibroblade
      17. Xizor, Falleen Crimelord
      18. Xizor's Bounty
      19. Zekka, Patches

      Endor Culture (7 Cards):
      20. Arboreal Homestead
      21. Brute Strength
      22. Get Him Off of There!
      23. Guardian of Endor
      24. Lumat, Woodcutter
      25. Startled
      26. Warrior's Bow

      Fringe Culture – Alliance (17 Cards):
      27. Artoo, Counterpart of Threepio
      28. Beru, Moisture Farmer
      29. Camie, Tatooinian Gardener
      30. Fixer, Tatooinian Mechanic
      31. Hiring Some More Hands
      32. Humble Homestead
      33. Looking Away to the Horizon
      34. Luke, Wormie
      35. Luke's Landspeeder
      36. Memory-wipe
      37. Out On the Fringe
      38. Owen, Moisture Farmer
      39. Robes of Tatooine
      40. Servant Droid
      41. Simple Living
      42. Threepio, Counterpart of Artoo
      43. What About That One?

      Imperial Culture (15 Cards):
      44. Cass, Communications Officer
      45. Expeditionary Dewback
      46. Look Sir, Droids
      47. Occupation Force
      48. Sandtrooper Captain
      49. Sandtrooper Gear
      50. Sandtrooper Lieutenant
      51. Sandtrooper Private
      52. Sandtrooper Sergeant
      53. Squad Leader
      54. Squad of Sandtroopers
      55. Take Her Away!
      56. Vader, Emissary of the Empire
      57. Vader's Detachment
      58. War Machine

      Jedi Culture (20 Cards):
      59. Anakin, Father of Skywalkers
      60. Anakin's Lightsaber, Weapon of a Skywalker
      61. Balance Point
      62. Bury Your Feelings Deep Down
      63. Flash of Insight
      64. The Force is Strong in My Family
      65. I Won't Fail You
      66. A Jedi Craves Not These Things
      67. Lightsaber Levitation
      68. Luke, Son of Skywalker
      69. Luke's Lightsaber, Proof of Power
      70. Obi-Wan, Bearer of Wisdom
      71. Reasons for Sorrow
      72. Secluded Homestead
      73. Strange Meeting
      74. The Truths We Cling To
      75. Yoda, Instructor and Councillor
      76. Yoda's Cane, Old Gimer Stick
      77. Yoda's Lightsaber
      78. You Will Go to the Dagobah System

      Native Culture (15 Cards):
      79. Always Threatening
      80. Elder Bantha
      81. Entranced Tusken
      82. Farm Raid
      83. Harassment
      84. Homestead Raid
      85. Naked Waste
      86. Outpost Raid
      87. Pillaging Tusken
      88. Razing Tusken
      89. R'kik D'nec, Hero of the Dune Sea
      90. Tusken Howler
      91. Tusken Outrider
      92. Tusken Zealot
      93. Young Bantha

      Rebellion Culture (19 Cards):
      94. Biggs, Rebel Ace
      95. Biggs' X-wing, Red Squadron Fighter
      96. Delivered Safely
      97. Dodonna, Seasoned Tactician
      98. Emergency Homestead
      99. For Luck
      100. Heroes of Yavin
      101. Leia, Separated Sister
      102. Luke's X-wing, Red Squadron Fighter
      103. Mantle of Leadership
      104. Red Squadron Helmet
      105. Retractable Arm
      106. Portable Fusion Generator
      107. Sorrow Shared
      108. Visual Scanning
      109. We Have to Go Back
      110. X-wing Cannons
      111. Yavin Sentry
      112. Yoda, Exile of the Old Order

      Sith Culture (9 Cards):
      113. Brief Loss of Control
      114. Chasm's Edge
      115. The Emperor's Inner Circle
      116. Kren, Prominent Advisor
      117. Only Your Hatred Can Destroy Me
      118. Overpowering Doubt
      119. Sith Assassin
      120. Trusted Servants
      121. Your Father Can Never Be Turned

      Creature Deck (10 Cards):
      122. Dragonsnake of Dagobah
      123. Gnarltree
      124. Knobby White Spider
      125. Lobel
      126. Massive Life-readings
      127. Nexus of the Dark Force
      128. Scrange
      129. Stranded
      130. Swamp Slug
      131. Uncharted Terrain

      Adventure Path (6 Cards):
      132. Beggar's Canyon
      133. Black Sun Facility
      134. Close Orbit
      135. Coruscant Approach
      136. East Platform
      137. Hydroponics Bay

      November 20, 2012, 09:33:35 PM
      Reply #73

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #73 on: November 20, 2012, 09:33:35 PM »
      Enhanced One - Weapons

      Alien Culture (1 Card):
      1. Boba, With Modified Blaster Rifle

      Bespin Culture – Alliance (1 Card):
      2. Lando, With Wing Guard Rifle

      Endor Culture (1 Card):
      3. Paploo, With Stolen Speeder Bike

      Fringe Culture – Alliance (2 Cards):
      4. Han, With Heavy Blaster
      5. Lando, With Vibro-axe

      Imperial Culture (2 Cards):
      6. Sandtrooper With Dewback
      7. Stormtrooper With Assault Rifle

      Jedi Culture (2 Cards):
      8. Luke, With Lightsaber
      9. Obi-Wan, With Lightsaber

      Native Culture (2 Cards):
      10. Lobot, With Cybernetic Construct
      11. Thedit, With Demolition Droid

      Rebellion Culture (2 Cards):
      12. Artoo, With Arc Welder
      13. Leia, With Sporting Blaster

      Sith Culture (2 Cards):
      14. Palpatine, With Force Lightning
      15. Vader, With Lightsaber

      November 20, 2012, 09:36:40 PM
      Reply #74

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #74 on: November 20, 2012, 09:36:40 PM »
      Galactic Civil War

      1. The Force, Luminous and Eternal
      2. The Force, The Source of Power

      Alien Culture (29 Cards):
      3. Allied Trackers
      4. Black Sun Empire
      5. Black Sun Fleet
      6. Black Sun Negotiator
      7. Black Sun Weaponmaster
      8. Boba, Dangerous and Cunning
      9. The Bounty Hunters Guild
      10. Convoy Guard
      11. Core Hunter
      12. Corporate Facilitator
      13. Flame Projector
      14. Highest Priority
      15. Inner Rim Hunter
      16. Interstellar Convoy
      17. Jabba's Ambitions
      18. Jabba's Yacht
      19. Less Than an Honorable Killing
      20. MandalMotors
      21. Modified Blaster
      22. Outer Rim Hunter
      23. A Power in Every Port
      24. Pursuit Craft
      25. Seedy Benefactor
      26. SoroSuub Corporation
      27. There Will Be No Bargain
      28. Vibro-shiv
      29. Wealthy Attendant
      30. Xizor, Prince of the Falleen
      31. Xizor Transport Systems

      Endor Culture (21 Cards):
      32. Apprehended Walker
      33. Chewie, Skyward Warrior
      34. Contingent of Archers
      35. Ewok Axe
      36. Ewok Intuition
      37. Ewok Sentry
      38. Forest Moon Scout
      39. Forest Trap
      40. Glider of Endor
      41. Hero Worship
      42. In My Honor
      43. Leia, Skyward Guest
      44. Logray, Medicine Man
      45. Masters of Wood and Trail
      46. Relaxation
      47. Stalwart Allies
      48. Surrendered Weapons
      49. Teebo, Student of Logray
      50. Threepio, Skyward Deity
      51. Watchful Eyes
      52. Wicket, Scout of the Sentry Moon

      Fringe Culture – Alliance (34 Cards):
      53. BlashTech Industries
      54. Brazen Response
      55. Chewie, Protector
      56. Chewie's Bowcaster, Lethal Blaster
      57. Corellian Cruiser
      58. Corellian Defense Force
      59. Corellian Engineering Corporation
      60. Corellian Security Officer
      61. Crack Shot
      62. Down and Out
      63. Going It Alone
      64. Han, Able Pilot
      65. Han's Heavy Blaster, Weapon of Solo
      66. Han's Tauntaun, Loyal Steed
      67. Hideout
      68. I Don't Have it With Me
      69. Into the Asteroid Field
      70. It Can Wait
      71. Lando, Wealthy Entrepreneur
      72. Millennium Falcon, Heavily-armed
      73. Obi-Wan, Problematic Passenger
      74. Outer Rim Navigator
      75. Pocket-blaster
      76. Promised Reward
      77. Real Quiet-like
      78. Retrofitted Freighter
      79. Seasoned Smuggler
      80. Shadowport
      81. Smuggler's Garb
      82. Something Hit Us!
      83. Vested Interest
      84. We'll Find Han
      85. We're Gonna Have Company!
      86. Wuher, Information Broker

      Imperial Culture (40 Cards):
      87. Aratech Corporation
      88. Blizzard Force
      89. Coming Into Our Sector
      90. The Death Star, Weapon of the Empire
      91. Death Star Technician
      92. Death Star Turbolaser
      93. Elite Pilot
      94. Elite Sandtrooper
      95. Elite Snowtrooper
      96. Elite Stormtrooper
      97. Espionage
      98. Executor, Scourge of the Alliance
      99. Imperial Aggressor
      100. Imperial Fleet
      101. Imperial Murderer
      102. Imperial Scout Walker
      103. Imperial Starfleet
      104. Imperial Walker
      105. Imperial Watchman
      106. Kuat Drive Yards
      107. Kuat of Kuat, The Technician
      108. Maw Installation
      109. Motti, Ambitious Officer
      110. Navy Gunner
      111. Piett, Outstanding Officer
      112. Rendili StarDrive
      113. Setting a Front
      114. Sienar Fleet Systems
      115. Star Destroyer
      116. Star Destroyer Turbolaser
      117. Stormtrooper Assaulter
      118. Stormtrooper Pursuer
      119. Stormtrooper Unit
      120. Suppressing Fire
      121. Tarkin, Eriaduan Moff
      122. The Tarkin Doctrine
      123. Their Primary Target
      124. TIE Bomber
      125. TIE Interceptor
      126. Veers, Commander of Blizzard Force

      Jedi Culture (24 Cards):
      127. Abstraction
      128. Adventure and Excitement
      129. Artoo, Voyeur
      130. Before the Dark Times
      131. The Betrayal of Darth Vader
      132. Cloak of the Old Order
      133. Debnoli, The Sharp-eared
      134. A Different Path
      135. Infiltration
      136. Intuition
      137. Jedi Introspection
      138. Moment of Clarity
      139. Obi-Wan, Jedi General
      140. Obi-Wan's Lightsaber, Beacon of the Return
      141. Pressing Need
      142. Recovered Lightsaber
      143. Rest I Need
      144. A State of Thought and Peace
      145. Survivor of the Purge
      146. Through the Force, Things You Will See
      147. The Weak-minded
      148. Yoda, Master of the Force
      149. Yoda's Guidance
      150. You Know Him?

      Native Culture (31 Cards):
      151. Ancient Holy Lands
      152. Beast of Burden
      153. Bespin Defense Force
      154. Bespin Intermediary
      155. Bespin Retaliator
      156. Bespin Suppressor
      157. Bespin Wing Guard
      158. Blasted Droid
      159. Carbon-freezing Aparatus
      160. Column of Tuskens
      161. Deceived
      162. Diversionary Tactics
      163. Encroaching Tusken
      164. Experimenting Ugnaught
      165. If He Survived
      166. Interrogation Array
      167. Merril, The Usurper
      168. Nomadic Tusken
      169. Ogwon, Clever Instigator
      170. Oppressed
      171. Possessive Ugnaught
      172. Rider and Beast
      173. Soldier's Blaster
      174. Spirits in the Sands
      175. Tusken Longrobes
      176. Tusken Sniper
      177. Ugnaught Engineer
      178. Ugnaught Incinerator
      179. Ugnaught Mechanics Union
      180. Uu'rr'u, Eldest Dunesman
      181. Villainous Fascination

      Rebellion Culture (40 Cards):
      182. 2-1B, Sophisticated Surgeon
      183. Ackbar, Admiral of the Fleet
      184. Atgar Cannon
      185. Atgar Defense Corporation
      186. A-wing Fighter
      187. Bail, Alderaanian Senator
      188. Balanced Attack
      189. Bothan Spy
      190. B-wing Fighter
      191. Corporate Defection
      192. Cut the Chatter
      193. Echo Base Rifle
      194. Echo Base Warrior
      195. Evasive Maneuvers
      196. Experimental Innovations
      197. Fighter Cover
      198. Her Dangerous Mission
      199. Home One, Mon Calamari Warship
      200. Incom Industries
      201. Koensayr Manufacturing
      202. Leia, Alderaanian Princess
      203. Leia's Blaster, Weapon of Royalty
      204. Luke, Rogue Squadron Leader
      205. Luke's Tauntaun, Restless Steed
      206. Mothma, Chandrillan Senator
      207. Raymus, Captain of the Tantive Four
      208. Rebel Snowspeeder
      209. Rebel Starfleet
      210. Rebel Tech
      211. Rogue Squadron
      212. Slayn and Korpil Facilities
      213. Snubfighter Weaponry
      214. Strike and Fade
      215. Tactical Bombing
      216. Tantive Four, Royal Vessel
      217. Their First Victory
      218. Tow Cable
      219. Wedge, Rogue Squadron Warrior
      220. X-wing Fighter
      221. Y-wing Fighter

      Sith Culture (29 Cards):
      222. Absolute Power
      223. Black Squadron Ace
      224. Black Squadron Interceptor
      225. Constrictors
      226. Dark Discipline
      227. Dark Jedi Starfighter
      228. Dissolution of the Senate
      229. Emperor's Shroud
      230. Heavy Storage Container
      231. Hunt Down and Destroy the Jedi
      232. In Direct Control Now
      233. Kir, Subject of the Guard
      234. Master's Torrent
      235. Orbiting Armada
      236. Palpatine, Manipulator of the Galaxy
      237. Psychological Domination
      238. Royal Detainer
      239. Royal Guardian
      240. Royal Pike
      241. Royal Protector
      242. Security Fixture
      243. Sith Armor, Symbol of the Sith
      244. Sudden Blast of Wind
      245. Temptation
      246. Vader, Master Duelist
      247. Vader's Starfighter, Dark Lord's Fighter
      248. Visage of the Emperor, Domineering Presence
      249. The Weight of a Legacy
      250. You No Longer Need Those

      Creature Deck (15 Cards):
      251. Balancesheet, Primary Subnode
      252. Calculator Subnode
      253. Exoskeleton
      254. Identifier Subnode
      255. Kud'ar Mub'at, Assembler
      256. Lookout Subnode
      257. Mub'at's Docking Bay
      258. Neurofibers
      259. Outlandish Middleman
      260. Reabsorption
      261. Signaler Subnode
      262. Small Arachnoid
      263. Trapped in a Web
      264. Tympanic Membranes
      265. Young Sentience

      Adventure Path (9 Cards):
      266. Atgara
      267. Bestine
      268. Carida
      269. Fresia
      270. Kuat
      271. Mandalore
      272. The Maw Cluster
      273. Rendili
      274. Roche

      November 20, 2012, 09:38:48 PM
      Reply #75

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #75 on: November 20, 2012, 09:38:48 PM »
      Enhanced Two - Vehicles

      Alien Culture (2 Cards):
      1. Slave One, With Boba Fett
      2. Virago, With Prince Xizor

      Endor Culture (1 Card):
      3. Chewie's Walker, With Chewbacca

      Fringe Culture – Alliance (3 Cards):
      4. Lady Luck, With Lando Calrissian
      5. Millennium Falcon, With Han Solo
      6. Outrider, With Dash Rendar

      Imperial Culture (3 Cards):
      7. Blizzard One, With General Veers
      8. Chimaera, With Grand Admiral Thrawn
      9. The Death Star, With Grand Moff Tarkin

      Native Culture (1 Card):
      10. Nebit's Sandcrawler, With Nebit

      Rebellion Culture (3 Cards):
      11. Home One, With Admiral Ackbar
      12. Luke's X-wing, With Luke Skywalker
      13. Rogue Three, With Wedge Antilles

      Sith Culture (2 Cards):
      14. Emperor's Personal Shuttle, With Palpatine
      15. Executor, With Darth Vader

      November 20, 2012, 09:41:34 PM
      Reply #76

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #76 on: November 20, 2012, 09:41:34 PM »
      Jabba's Palace

      Alien Culture (25 Cards):
      1. 4-LOM, Partner of Zuckuss
      2. Bantha Fodder
      3. Bib, Soft-spoken Steward
      4. Cloaked Freighter
      5. Close Observation
      6. Curtains
      7. Dengar, Vengeful Mercenary
      8. Desilijic Empire
      9. Han, Frozen in Carbonite
      10. Hutt Informant
      11. Hutt's Power
      12. Jabba, Honorable Hutt
      13. Jabba, The Illustrious
      14. Luxury Barge
      15. Mandalorian Outcast
      16. Merr-Sonn Munitions
      17. Mist Hunter
      18. Outer Rim Blaster Rifle
      19. Outer Rim Thieves
      20. Tenacious Hunter
      21. Throwing Away a Fortune
      22. Twi'lek Advisor
      23. Twi'lek Councillor
      24. Wandering Brawler
      25. Zuckuss, Hunter of Fortune

      Endor Culture (7 Cards):
      26. Ewok Scouting Party
      27. Forest Fighter
      28. Old Bones
      29. Rout
      30. Stone-thrower
      31. Village Care-giver
      32. Wicket's Spear

      Fringe Culture – Alliance (13 Cards):
      33. Chewie, In Pursuit of Han
      34. I Can See a Lot Better
      35. Infiltrator's Diguise
      36. Is That You?
      37. Lando, In Pursuit of Han
      38. Laudica, Gun-runner
      39. Legend of the Homeworld
      40. Noble Intentions
      41. Refugee of Kashyyyk
      42. Smugglers' Alliance
      43. Together Again
      44. Wookiee Bandoleer
      45. Wookiee Bowcaster

      Imperial Culture (13 Cards):
      46. Baseless Apprehension
      47. Clear the Lane
      48. Impending Invasion
      49. Jabba, Friend of the Empire
      50. Local Despot
      51. Mos Eisley Controller
      52. Mos Eisley Enforcer
      53. Mos Eisley Occupier
      54. New Facilities
      55. Ominous Construction Project
      56. Security Sweep
      57. Show of Force
      58. Vader, Commandant of New Terror

      Jedi Culture (8 Cards):
      59. Bargaining For His Life
      60. A City in the Clouds
      61. Fear and Respect
      62. He's No Jedi
      63. Luke, In Pursuit of Han
      64. Luke's Lightsaber, Smuggled Weapon
      65. Mastering His Emotions
      66. Skull

      Native Culture (26 Cards):
      67. Akkik, Crooked Collector
      68. Ancient Monastery
      69. B'omarr Elder
      70. B'omarr Master
      71. B'omarr Stalkers
      72. B'omarr Watcher
      73. B'omarr Xenophobe
      74. Dathomiri Witch
      75. Enlightenment
      76. Execution Spectators
      77. Gamorrean Bruiser
      78. Gamorrean Killer
      79. Gamorrean Poleaxe
      80. Gamorrean Rager
      81. Gorrt, Protector of Akkik
      82. Jabba, Executioner
      83. Jabba, Lord of the Palace
      84. Jawa Tribesman
      85. Megaphone
      86. Nutrient Jar
      87. Palace Skiff
      88. Palace Workshop
      89. Skiff Guards
      90. Strong and Dumb
      91. Ubrikkian Industries
      92. Vigilance

      Rebellion Culture (11 Cards):
      93. Alliance Officer
      94. Artoo, Unassuming Smuggler
      95. Cold Purpose
      96. Congregated Captives
      97. Fire Extinguisher
      98. Leia, In Pursuit of Han
      99. Slave's Chain
      100. Springing Into Action
      101. Threepio, New Acquisition
      102. We Have Powerful Friends
      103. What Did I Say?

      Sith Culture (9 Cards):
      104. Delusions of Grandeur
      105. The Emperor's Ambition
      106. Flirtation
      107. Hand of the Emperor
      108. Mara, Dark Tracker
      109. Mara's Lightsaber
      110. Mission From the Master
      111. Rogue Sorcerer
      112. Steady Hand

      Creature Deck (20 Cards):
      113. Bantha Tracks
      114. Bestial Ambush
      115. Bog-wing Flock
      116. Cover of Darkness
      117. Dianoga, Stowaway
      118. Exogorth, Swallower of Vessels
      119. Feasting Mynock
      120. Ferocity
      121. Frog-dog
      122. Hunting Wampa
      123. Jabba's Rancor, Feasting on the Fallen
      124. Jerba Pest
      125. Malakili, Caretaker of Creatures
      126. A New Definition of Pain and Suffering
      127. Occupational Hazard
      128. Rancor of Dathomir
      129. The Sarlacc, The Insatiable
      130. Scurrier Rascal
      131. That Looks Pretty Good
      132. Undomesticated Tauntaun

      Adventure Path (5 Cards):
      133. Antechamber
      134. Asteroids of Hoth
      135. Palace Domain
      136. Under-tunnels
      137. Upper Deck

      November 20, 2012, 09:44:05 PM
      Reply #77

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #77 on: November 20, 2012, 09:44:05 PM »
      Enhanced Three - Duos

      Alien Culture (2 Cards):
      1. 4-LOM & Zuckuss, Partnered Hunters
      2. Boba & Vader, Dark Duo

      Endor Culture (2 Cards):
      3. Chewie & Wuta, Clever Thieves
      4. Leia & Wicket, Forging a Friendship

      Fringe Culture – Alliance (2 Cards):
      5. Han & Chewie, Crew of the Falcon
      6. Owen & Beru, Guardians of Luke

      Imperial Culture (2 Cards):
      7. Jerjerrod & Vader, Attendants of a Death Star
      8. Tarkin & Bast, Death Star Controllers

      Jedi Culture (1 Card):
      9. Luke & Yoda, Apprentice and Master

      Native Culture (2 Cards):
      10. Lando & Lobot, Overseers of Cloud City
      11. Nebit & Dathcha, Scheming Jawas

      Rebellion Culture (2 Cards):
      12. Artoo & Threepio, Counterparts
      13. Luke & Leia, Reunited Twins

      Sith Culture (1 Card):
      14. Palpatine & Vader, Sith Lords

      Creature Deck (1 Card):
      15. Exogorth & Mynocks, Eaters of Energy

      November 20, 2012, 09:46:52 PM
      Reply #78

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #78 on: November 20, 2012, 09:46:52 PM »
      The Battle of Endor

      Alien Culture (16 Cards):
      1. Bar Crawler
      2. Capture Net
      3. Entrepreneurial Scammer
      4. Falleen Interceptor
      5. Guri, Most Valuable Killer
      6. Hidden Explosives
      7. IG-88A, Assuming Control
      8. Liars and Villains, The Court of Xizor
      9. Nowhere to Hide
      10. Observer, The Unflinching
      11. Rich in Political Currency
      12. Sidelines
      13. Snoova, Excommunicated Wookiee
      14. Snoova's Vibro-axe
      15. Vying for Power
      16. Xizor's Reckoning

      Endor Culture (16 Cards):
      17. Arrow Volley
      18. Asha & Kneessaa, Daughters of Chirpa
      19. Bright Tree Warrior
      20. Call to Arms
      21. Chirpa, Venerated Ewok
      22. Clever Defenses
      23. A Dangerous Chase
      24. Elder's Staff
      25. Power of the Indigenous
      26. Prodding
      27. Scout's Hut
      28. Supporting Fire
      29. Unyielding
      30. Village Bow
      31. Warrior's Headdress
      32. Wuta, The Unvexed

      Fringe Culture – Alliance (16 Cards):
      33. Can You Reach My Lightsaber?
      34. Chewie's Satchel, Hand-woven Carryall
      35. Combat Roll
      36. Crash-webbing
      37. Dash, Gifted Starpilot
      38. Emotional Parting
      39. Falcon's Gunner
      40. Han, Insertion Commander
      41. Hotwire
      42. Lucky Dice, Hopeful Relic
      43. Nien, Sullustan Smuggler
      44. Outrider, Modified Corellian Transport
      45. Rallying Call
      46. Scoundrel's Misdirection
      47. United Front
      48. When He Gets Back

      Imperial Culture (16 Cards):
      49. Cut Off
      50. Emperor's Immolator
      51. Emperor's Platoon
      52. Emperor's Regular
      53. Emperor's Sergeant
      54. Emperor's Surrounder
      55. Endor Shipyard
      56. Heavy Recruitment
      57. Incursion
      58. Onyx Squadron
      59. Piett, Decorated Admiral
      60. Saber Squadron
      61. Scout Brigade
      62. The Second Death Star, Armed and Operational
      63. Swarm of TIEs
      64. Unimaginable Magnitude

      Jedi Culture (16 Cards):
      65. Anakin's Apparition, Now At Peace
      66. Dynasty of the Skywalkers
      67. Funeral Pyre
      68. Ghosts of the Jedi
      69. I've Always Known
      70. Jedi Jumpsuit
      71. Leia, Child of the Force
      72. Let Go of Your Hate
      73. Lowered Defenses
      74. Luke, First of the New Jedi
      75. Luke's X-wing, Vessel of the Student
      76. Obi-Wan, Deeply-attuned
      77. Obi-Wan's Apparition, One With the Force
      78. Then My Father is Truly Dead
      79. The Whispers of Parallel
      80. Yoda's Apparition, Silent Visage

      Native Culture (16 Cards):
      81. Boba, Jaster Mereel
      82. Brigands and Thieves, The Court of Jabba
      83. Coruscanti Anarchist
      84. Coruscanti Dreg
      85. Coruscanti Hooligan
      86. Coruscanti Pillager
      87. Droopy McCool, Flutist from Kirdo Three
      88. Fallen Capitol
      89. Joh & Sy, Clever Singers
      90. Martial Law
      91. Max Rebo, Lifelong Frontman
      92. Outlawed Rifle
      93. Outnumbered
      94. Public Disarray
      95. Rystall, Dancer
      96. Thok & Thug, Dim-witted Jailors

      Rebellion Culture (16 Cards):
      97. Ackbar, Mon Calamarian Hero
      98. All Craft, Pull Up!
      99. As Close as You Can
      100. Blue Squadron
      101. Blue Squadron Pilot
      102. Green Squadron
      103. Keeping it Close
      104. Lando, Leading the Attack
      105. Luke, Hope of the Alliance
      106. Millennium Falcon, On Loan From a Scoundrel
      107. Mon Calamari Starship
      108. Once the Shield is Down
      109. Standing By
      110. Tydirium, Small Imperial Shuttle
      111. Wedge, Fearless Flier
      112. Wedge's X-wing, Red Leader

      Sith Culture (16 Cards):
      113. At His Side
      114. Conjurors and Disciples, The Court of Palpatine
      115. Dark Agony
      116. Dark Entourage
      117. The Emperor's Armada
      118. Executor, Command Ship
      119. Fire at Will
      120. Indomitable
      121. It's an Older Code
      122. Palpatine, The Evil Emperor
      123. Palpatine's Lightsaber
      124. Sith Shuttle
      125. Summon Dark Energies
      126. Swelling Hatred
      127. Vader, Wielder of Destiny
      128. Weapon of the Sith, Dark Lord's Device

      Creature Deck (4 Cards):
      129. Evolutionary Terror
      130. Rampaging Beast
      131. Security Gate
      132. Under the Moon

      Adventure Path (5 Cards):
      133. Capacitors
      134. Dark Tower
      135. Quiet Clearing
      136. Royal Hut
      137. Superstructure

      November 20, 2012, 09:51:04 PM
      Reply #79

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #79 on: November 20, 2012, 09:51:04 PM »
      Reflections Gold

      1.   The Force, Flowing Energy Field

      Alien Culture (3 Cards):
      2.   The Darksaber, Retrofitted Prototype
      3.   Evazan & Ponda, Ill-fated Lackeys
      4.   Jodo Kast, Imposter

      Bespin Culture – Alliance (1 Card):
      5.   Lando, Old Friend

      Bespin Culture – Shadow (1 Card):
      6.   Death Squadron Garrison

      Endor Culture (3 Cards):
      7.   Offworlder Strike Force
      8.   Paploo, The Reckless
      9.   Wicket, Brave Warrior

      Fringe Culture – Alliance (3 Cards):
      10.   Anonymous Passengers
      11.   Han, Head of the Smugglers' Alliance
      12.   Jacen & Jaina, Twin Children of Solo

      Fringe Culture – Shadow (1 Card):
      13.   Dannik, Eater of Luck

      Imperial Culture (4 Cards):
      14.   Planetside Operatives
      15.   Soontir Fel, Deadliest Pilot in the Navy
      16.   Thrawn, Chiss Grand Admiral
      17.   Ysanne Isard, The Heiress of Espionage

      Jedi Culture (5 Cards):
      18.   Kyle Katarn, Bearer of Heritage
      19.   Luke, Master of the Praxeum
      20.   Obi-Wan, Protector of Skywalker
      21.   Rebel Sympathizers
      22.   Yoda, Grand Master of the Jedi

      Native Culture (5 Cards):
      23.   Dathomiri Warrior, With Rancor
      24.   Mandalorian Invaders
      25.   Tsavong Lah, Warmaster
      26.   Yuuzhan Vong Shaper
      27.   Yuuzhan Vong Warriors

      Rebellion Culture (4 Cards):
      28.   Crix & Mothma, Figureheads
      29.   Elders of Bright Tree Village
      30.   Leia, Lady Vader
      31.   Rieekan, Steadfast Leader

      Sith Culture (5 Cards):
      32.   Imperial High Command
      33.   Palpatine, The Emperor Reborn
      34.   The Suncrusher, Doomsday Device
      35.   Vader, Last of an Ancient Order
      36.   World Devastator

      Tatooine Culture – Alliance (1 Card):
      37.   Artoo & Threepio, Conveyors of Fate

      Tatooine Culture – Shadow (1 Card):
      38.   Boba, Lurking in the Shadows

      Creature Deck (2 Cards):
      39.   Amphistaff
      40.   Yammosk

      November 20, 2012, 09:54:47 PM
      Reply #80

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #80 on: November 20, 2012, 09:54:47 PM »
      A New Hope Box Set

      Fringe Culture – Shadow (3 Cards):
      1.   Armored Skiff
      2.   Dead or Alive
      3.   Wretched Hive

      Imperial Culture (1 Card):
      4.   Aryon, Governor of Tatooine

      Sith Culture (2 Cards):
      5.   Sariss, Dark Prophetess
      6.   Look Out!

      Tatooine Culture – Alliance (3 Cards):
      7.   Obi-Wan, Master in Exile
      8.   Spice Freighter
      9.   System Trawler

      Tatooine Culture – Shadow (3 Cards):
      10.   Jawa Gathering
      11.   Jawa Tribe
      12.   Tusken Tribe

      November 20, 2012, 09:55:57 PM
      Reply #81

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #81 on: November 20, 2012, 09:55:57 PM »
      The Empire Strikes Back Box Set

      Bespin Culture – Alliance (3 Cards):
      1.   At Least You'll Be Safe
      2.   Keep it Quiet
      3.   Wing Guard Patrol

      Bespin Culture – Shadow (3 Cards):
      4.   Lando, Turncoat
      5.   Prisoner Tower
      6.   Ugnaught Master

      Fringe Culture - Shadow (2 Cards):
      7.   He's Worth a Lot to Me
      8.   Underworld Mercenary

      Jedi Culture (2 Cards):
      9.   It is the Future You See
      10.   Will They Die?

      Tatooine Culture – Shadow (2 Cards):
      11.   Plundering from the Empire
      12.   Swoop Villain

      November 20, 2012, 09:58:17 PM
      Reply #82

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #82 on: November 20, 2012, 09:58:17 PM »
      A New Hope Anthology

      1.   The Force, Bound to All Living Things

      Fringe Culture – Alliance (3 Cards):
      2.   Chewie, First Mate
      3.   Han, In It for the Money
      4.   Millennium Falcon

      Fringe Culture – Shadow (2 Cards):
      5.   Boba, Hired Killer
      6.   Dannik, Anzati Assassin

      Imperial Culture (3 Cards):
      7.   The Death Star, Ultimate Power in the Universe
      8.   Stormtrooper Battalion
      9.   Tarkin, Fear-monger

      Jedi Culture (1 Card):
      10.   Obi-Wan, Former Master

      Rebellion Culture (2 Cards):
      11.   Leia, Imperial Senator
      12.   Luke, Student of Kenobi

      Sith Culture (2 Cards):
      13.   Vader, Master of the Dark Force
      14.   Vader's Starfighter

      Tatooine Culture – Alliance (1 Card):
      15.   Biggs, Son of Huff

      Tatooine Culture – Shadow (2 Cards):
      16.   Tusken Warlord
      17.   Uurru'R'R, Son of the Sands

      Creature Deck (1 Card):
      18.   Dianoga, Sewage Scavenger

      November 20, 2012, 10:08:59 PM
      Reply #83

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #83 on: November 20, 2012, 10:08:59 PM »
      The Empire Strikes Back Anthology

      1.   The Force, Most Powerful Ally

      Bespin Culture – Alliance (1 Card):
      2.   Millennium Falcon, Lando's Prize

      Bespin Culture – Shadow (2 Cards):
      3.   Lando, Instrument of the Empire
      4.   Ugloste, Carbon-freezing Expert

      Fringe Culture – Alliance (2 Cards):
      5.   Dash, Good for the Credits
      6.   Threepio, Pilot of the Falcon

      Fringe Culture – Shadow (2 Cards):
      7.   Slave One
      8.   Xizor, The Dark Prince

      Imperial Culture (2 Cards):
      9.   Executor, Flagship of the Empire
      10.   Okins, Ruthless Admiral

      Jedi Culture (2 Cards):
      11.   Obi-Wan's Apparition, Specter in the Snow
      12.   Yoda, Elder Knight

      Rebellion Culture (3 Cards):
      13.   Artoo, Curious Companion
      14.   Leia, Boushh
      15.   Luke, Rogue Commander

      Sith Culture (2 Cards):
      16.   The Qabbrat
      17.   Vader, The Fallen Skywalker

      Creature Deck (1 Card):
      18.   Exogorth, The Devourer

      November 20, 2012, 10:12:43 PM
      Reply #84

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #84 on: November 20, 2012, 10:12:43 PM »
      Return of the Jedi Anthology

      1.   The Force, Strength of the Galaxy

      Endor Culture (2 Cards):
      2.   Chewie, Tree-climber
      3.   Wicket, Warrior of Endor

      Fringe Culture – Alliance (1 Card):
      4.   Millennium Falcon, Fastest Ship in the Fleet

      Fringe Culture – Shadow (1 Card):
      5.   Jabba, Vile Gangster

      Imperial Culture (2 Cards):
      6.   The Second Death Star, The End of the Alliance
      7.   Soontir Fel, Corellian Baron

      Jedi Culture (2 Cards):
      8.   Leia, Daughter of Skywalker
      9.   Yoda, Great Warrior

      Rebellion Culture (3 Cards):
      10.   Han, General Solo
      11.   Home One
      12.   Luke, Friend of Captain Solo

      Sith Culture (3 Cards):
      13.   Executor, Super-class Star Destroyer
      14.   Palpatine, Dark Jedi Master
      15.   Vader, Twisted and Evil

      Tatooine Culture – Shadow (1 Card):
      16.   EV-9D9, Warden of the Droids

      Creature Deck (2 Cards):
      17.   Jabba's Rancor, Terror of the Pit
      18.   The Sarlacc, Keeper of the Dune Sea

      November 20, 2012, 10:19:03 PM
      Reply #85

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #85 on: November 20, 2012, 10:19:03 PM »
      Scum and Villainy Anthology

      1.   The Force, The Unifying Force

      Alien Culture (2 Cards):
      2.   Greedo, Rodian Henchman
      3.   IG-88, Hunter-killer

      Bespin Culture – Shadow (1 Card):
      4.   Lando, Under Imperial Control

      Endor Culture (1 Card):
      5.   Chirpa, Elder Statesman

      Fringe Culture – Alliance (2 Cards):
      6.   Han, TK-422
      7.   Millennium Falcon, Corellian Freighter

      Imperial Culture (1 Card):
      8.   Tarkin's Star Destroyer

      Jedi Culture (2 Cards):
      9.   Obi-Wan, Bearer of Wisdom
      10.   Obi-Wan's Lightsaber, Jedi Relic

      Native Culture (2 Cards):
      11.   Kalit, Jawa Chieftain
      12.   Lobot, Cyborg Adjunct

      Rebellion Culture (2 Cards):
      13.   Keyan, Lucky Pilot
      14.   Yoda, Exile of the Old Order

      Sith Culture (3 Cards):
      15.   The Emanation of Darth Vader, Phantom of Fear
      16.   Palpatine, Embodiment of Evil
      17.   Palpatine's Cane

      Creature Deck (1 Card):
      18.   Greater Krayt Dragon

      November 20, 2012, 10:24:48 PM
      Reply #86

      menace64

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      Re: SW/LotR Project: Rolling on... Imperial fighters on your scope!
      « Reply #86 on: November 20, 2012, 10:24:48 PM »
      Galactic Civil War Anthology

      1.   The Force, Luminous and Eternal

      Alien Culture (1 Card):
      2.   Allied Trackers

      Endor Culture (2 Cards):
      3.   Apprehended Walker
      4.   Wicket, Scout of the Sentry Moon

      Fringe Culture – Alliance (2 Cards):
      5.   Han, Insertion Commander
      6.   Obi-Wan, Problematic Passenger

      Imperial Culture (2 Cards):
      7.   Jabba, Friend of the Empire
      8.   Kuat of Kuat, The Technician

      Jedi Culture (3 Cards):
      9.   Leia, Child of the Force
      10.   Luke, First of the New Jedi
      11.   Luke's Lightsaber, Smuggled Weapon

      Native Culture (2 Cards):
      12.   Bespin Defense Force
      13.   Dathomiri Witch

      Rebellion Culture (1 Card):
      14.   Bail, Alderaanian Senator

      Sith Culture (3 Cards):
      15.   Mara, Dark Tracker
      16.   Palpatine, Manipulator of the Galaxy
      17.   Vader, Master Duelist

      Creature Deck (1 Card):
      18.   Kud'ar Mub'at, Assembler