New Keywords: Apprentice, Force, Lightsaber and Jedi. Apprentice = Ringbearer, Lightsaber = Means that bearer may not bear any hand weapons or crossfire weapons. Crossfire = The name for the Archery Total. Ranged = The Keyword given to a character that adds to the Crossfire Total. V = A sort of R+ that
can be found in any set. Force X = The given force sensitivity of a character. A battle droid would be
Force 0 for example while Yoda might be force 9 and Anakin [As a little boy] might be 3.
•The Force [Jedi]
Strength +1
Bearer must be the Apprentice.
At the start of each skirmish involving
the apprentice wound the Apprentice,
Each time the Apprentice is about to
receive a wound in a skirmish, add a
temptation.
1C1
The second part should be a "Response:" action. But otherwise it looks good.
•The Force [Jedi]
Strength +1
Vitality +1
Bearer must be the Apprentice.
Each time the Apprentice is about
to take a wound in a skirmish add
two temptations.
1R2
Looks like a good card, although there should be a drawback if the Apprentice is supposed to be powerful.

Concentrate [Jedi]
Condition • Support Area
Each time a Jedi wins a skirmish
Add a token here. Fellowship: Remove
two tokens from this card to take a
card into hand from your discard pile.
Remove three tokens from here to
reveal your opponent’s hand.
Discard one of the revealed cards.
1C3
That should be split up into two actions, and the second one (removing three tokens to reveal opponent’s hand) should also require the discarding of the condition. It should also be unique.

•Jedi Focus [Jedi]
Condition • Support Area
Toil 2. Each time a Jedi wins a
skirmish make it strength +1
and Defender +1.
1C4
Hmm...so is this permanent or only until the end of the turn? It looks fairly sound.

Meditate [Jedi]
Event • Skirmish
Heal a Jedi.
1R5
Interesting. Make it cost something.

Jedi Agility [Jedi]
Event • Assignment
Exert a Jedi to cancel a
skirmish involing that Jedi.
1U6
This should be a Skirmish action.

Lightsaber Slash [Jedi]
Event • Skirmish
Make a Jedi Strength +2
or +3 if that Jedi is bearing
a Lightsaber.
1C7
Nice card.

Force Push [Jedi]
Event • Skirmish
Force. Make a minion
strength -2 or –3
if that minion has 5
strength or less.
1U8
Cost of
, probably. I like the anti-swarm mechanic.

Jedi Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Resistance +1
Lightsaber. Bearer must be a
Jedi. The Ranged Total is –1.
1R9
Pretty spiffy.

Green Lightsaber [Jedi]
Possession • Lightsaber
Strength +1
Vitality +1
Lightsaber. Bearer must be a
Jedi. The Total is –1.
1U10
I’d assume it’s "Ranged Total"? It looks like a good card...

Blue Lightsaber [Jedi]
Possession • Lightsaber
Strength +2
Lightsaber. Bearer must be a
Jedi. Bearer is Damage +1.
The Ranged Total is –1.
1U11
Good...although damage +1 with a
possession?

•Qui-gon-Jinn, Jedi Master [Jedi]
Companion • Human
Strength 8
Vitality 4
Resistance 8
Jedi. Force 8. Each time you play
a Jedi, heal the Apprentice and
add

.
1C12
Nice companion. I love the balance, although it should be "add
"...
is just not enough of a balance.

•Obi-wan-Kenobi, Jedi Apprentice [Jedi]
Companion • Human
Strength 6
Vitality 3
Resistance 7
Jedi. Force 7. While you can spot
Qui-gon-Jinn, Obi-wan-Kenobi is
Damage +1.
1U13
Good card.

Jedi Youngling [Jedi]
Ally • Human • Site • 7
Strength 4
Vitality 2
Resistance 4
Jedi. Force 2. Exert Jedi Youngling
to allow it to skirmish. Jedi Youngling
is strength +1 for each Jedi you can spot.
1C14
The action needs a phase. I like the strength boost.