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CarpeGuitarrem |
Posted: Tue Dec 26, 2006 5:10 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: Sites!
 Back Door
Battleground. Forest. Military. Each time you play a character here, you may exert that character to draw a card.
1U326
Very good, balanced card!
 Detention Control Room
Military. Each companion gains bounty 1.
1U329
Very interesting, but you could run into some problems here...could you use this if a bounty hunter wins a skirmish against a companion not bearing a bounty?? Or does it just add to the bounty?
 Dregs’ Dive
Urban. Companions (except the Apprentice) bearing bounties are resistance -3.
1U330
Very good!
 Dune Sea
Desert. Exhausted characters may not skirmish.
1U331
Oh, ouch! But then again...this could see a really cool strategy with site manipulation + exhausting the Apprentice![/b]
 Hoth Tundra Plains
Plains. Tundra. Skirmish: Each unenclosed character is strength -1 for each tundra in the current region.
1U341
Very good, nice reflection of the storyline.
 Naboo Forest
Forest. Each minion skirmishing a Gungan is strength -1 for each Gungan you spot (limit -3).
1U352
Very good!
 Opera House
Urban. No more than 1 minion can be assigned to each skirmish.
1U356
Nice, simple reprint of Caras Galadhon...nothing to say here.
 Padme’s Apartment
Dwelling. Urban. Skirmish: Discard your [Criminal] condition to exert a companion your bounty hunter is skirmishing.
1U358
Very good.
 Temple Briefing Room
Military. When the alliance moves from this site, heal each piloting companion.
1U363
Nice!
 Theed River
River. Urban. When the alliance moves to this site, the Light Side player must add  or discard a possession borne by a companion.
1U364
Pretty good, forces you to choose between making it a or a discarder.
 Utapau Sinkhole
Each time you play a companion, add  or exert it. Each time you play a minion, remove  or exert it.
1U365
Should be "exert him or her". Otherwise, good.
Only a few sites left to go, but I’ll save ’em for later.
Next up: I’ll finish Jedi and Yuuzhan Vong (not much to do in either).
Set Completion Count: 322/365 - 88% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Wed Dec 27, 2006 2:19 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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The Control Room is on the Death Star. Military is just a normal site keyword. The site is supposed to give every companion bounty 1, even if he doesn’t have a bounty already and in addition to any bounty he already has.
Balanced Naboo Forest a bit.
The Opera House is a very public setting, so armies won’t be assaulting each other. A few small skirmishes are still possible, because of things like assassins and such. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Wed Dec 27, 2006 2:58 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Today, the last of the Jedi and Yuuzhan Vong cultures.
•Anakin’s Starfighter [Jedi]
Possession • Ship
Strength +1
Enclosed. Bearer must be a Jedi.
If bearer is Anakin, he is damage +1, and minions skirmishing him lose all strength bonuses and damage bonuses from weapons.
1R134
•Damn Idealistic Crusade [Jedi]
Condition
Vitality +1
Bearer must be Obi-Wan.
At the start of each alliance phase, if Obi-Wan is not exhausted, the Apprentice is resistance +1 until the end of the turn.
Regroup: Discard this condition to remove a burden.
1R137
Jedi Starfighter [Jedi]
Possession • Ship
Strength +1
Resistance +1
Enclosed. Bearer must be a Jedi.
1C143
•Obi-Wan’s Starfighter [Jedi]
Possession • Ship
Enclosed. Bearer must be a Jedi.
If bearer is Obi-Wan, at the start of each of his skirmishes, you may make him strength +3 or unable to take wounds until the end of the skirmish.
1R154
•Yoda’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Yoda.
Skirmish: Exert Yoda to discard a possession or artifact borne by a minion he is skirmishing. If the discarded card is a lightsaber, Yoda is damage +1.
1R167
Now for the Yuuzhan Vong.
I tried doing Coomb Spores a while back, but it was a junky reprint of Blade Tip and I need to do something more creative.
•Coomb Spores [Yuuzhan Vong]
Condition
To play, discard a Yuuzhan Vong. Bearer must be a companion (except the Apprentice).
At the start of each turn, bearer is strength -1 for the remainder of the game.
At the start of the turn, if bearer’s strength is 0, bearer is killed.
1R295
•Shedao Shai, Commander of the Fleet [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-13
Vitality-4
Roaming-6
Duelist.
Each time you add a [Yuuzhan Vong] token to a condition, you may exert Shedao Shai to reinforce that token.
1C313
•Shimrra Jamaane, Supreme Overlord [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-13
Vitality-3
Roaming-6
Fierce.
For each card Shimrra Jamaane bears, he is strength +2.
While you can spot 3 Jedi, Shimrra Jamaane is damage +1.
Skirmish: Exert Shimrra Jamaane twice to make a companion he is skirmishing strength -1 for each Jedi you spot.
1R314
•Tsavong Lah, Warmaster [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-14
Vitality-3
Roaming-6
Fierce.
While skirmishing a duelist, Tsavong Lah is a duelist.
Skirmish: Exert Tsavong Lah twice to make a Yuuzhan Vong strength +1 for each [Yuuzhan Vong] event in your discard pile.
1R316
Yuuzhan Vong Berserker [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Enduring.
While this minion is exhausted, it is fierce.
Each time this minion loses a skirmish, heal it.
1R325
There’s two more cultures finished!
Next Up: Republic get’s completed.
Set Completion Count: 332/365 - 91% |
Last edited by menace64 on Wed Dec 27, 2006 4:23 pm; edited 1 time in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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CarpeGuitarrem |
Posted: Wed Dec 27, 2006 3:36 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: Today, the last of the Jedi and Yuuzhan Vong cultures.
 •Anakin’s Starfighter [Jedi]
Possession • Ship
Strength +1
Enclosed. Bearer must be a Jedi.
If bearer is Anakin, he is damage +1, and minions skirmishing him lose all strength bonuses and damage bonuses from weapons.
1R134
Very good, nice and balanced.
 •Damn Idealistic Crusade [Jedi]
Condition
Vitality +1
Bearer must be Obi-Wan.
At the start of each alliance phase, if Obi-Wan is not exhausted, the Apprentice is resistance +1 until the end of the turn.
Regroup: Discard this condition to remove a burden.
1R137
Lemme see...was this Han’s line? Anyway, I like it-although it should read like this: "At the start of the alliance phase, if Obi-Wan is not exhausted, you may make the Apprentice resistance +1 until the end of the turn." I like it, kinda like Salt From the Shire.
 Jedi Starfighter [Jedi]
Possession • Ship
Strength +1
Resistance +1
Enclosed. Bearer must be a Jedi.
1C143
Good. I like this idea of starfighters.
 •Obi-Wan’s Starfighter [Jedi]
Possession • Ship
Enclosed. Bearer must be a Jedi.
If bearer is Obi-Wan, at the start of each of his skirmishes, you may make him strength +3 or unable to take wounds until the end of the skirmish.
1R154
Should word it to "...either strength +3 or unable..." to clarify things. That’s a pretty powerful card there, have you considered requiring threat addition or twilight or something?
 •Yoda’s Lightsaber [Jedi]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Yoda.
Skirmish: Exert Yoda to discard a possession or artifact borne by a minion he is skirmishing. If the discarded card is a lightsaber, Yoda is damage +1.
1R167
Ouch! That’s a really powerful weapon there...Sword of Minas Morgul, anyone? Make the last sentence "damage +1 until the end of that skirmish" or something similar.
Now for the Yuuzhan Vong.
I tried doing Coomb Spores a while back, but it was a junky reprint of Blade Tip and I need to do something more creative.
 •Coomb Spores [Yuuzhan Vong]
Condition
To play, discard a Yuuzhan Vong. Bearer must be a companion (except the Apprentice).
At the start of each turn, bearer is strength -1 for the remainder of the game.
At the start of the turn, if bearer’s strength is 0, bearer is killed.
1R295
Why not use tokens on the condition, to make it easier to track? I like it. But you should require something like a skirmish lost or something like that, so that you can’t just slap it on anyone.
 •Shedao Shai, Commander of the Fleet [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-13
Vitality-4
Roaming-6
Duelist.
Each time you add a [Yuuzhan Vong] token to a condition, you may exert Shedao Shai to reinforce that token.
1C313
Okay, maybe I take back my comment about Coomb Spores...this would run wild with that. I like this card.
 •Shimrra Jamaane, Supreme Overlord [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-15
Vitality-3
Roaming-6
Damage +1. Fierce.
For each card Shimrra Jamaane bears, he is strength +2.
Skirmish: Exert Shimrra Jamaane twice to make a companion he is skirmishing strength -1 for each Jedi you spot.
1R314
OUCH!! This guy is even worse than Durin III! And the ability is incredibly powerful. Not to mention that he’s fierce and D+1. Tone him down.
 •Tsavong Lah, Warmaster [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-14
Vitality-3
Roaming-6
Fierce.
While skirmishing a duelist, Tsavong Lah is a duelist.
Skirmish: Exert Tsavong Lah to make a Yuuzhan Vong strength +1 for each [Yuuzhan Vong] event in your discard pile.
1R316
Nice, but the skirmish ability needs a limit, badly.
 Yuuzhan Vong Berserker [Yuuzhan Vong]
Minion • Yuuzhan Vong
Strength-11
Vitality-3
Roaming-6
Enduring.
While this minion is exhausted, it is fierce.
Each time this minion loses a skirmish, heal it.
1R325
Very good!!
There’s two more cultures finished!
Next Up: Republic get’s completed.
Set Completion Count: 332/365 - 91% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Wed Dec 27, 2006 4:20 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I won’t say I did it deliberately, but I was trying to make Shimrra and Tsavong powerful. I will gladly tone them down.
As for the Spores, I’d like to avoid bearing-type cards with tokens (training conditions being the only exception). the LotR Mugs from a few months back pull off the +1 each turn, and I’d assume a player would keep track of the cumulative bonus in their own way.
BTW, "Damn Idealistic Crusade" is a quote of Obi-Wan’s during ANH in his house.
"Your father wanted you to have this when you were old enough, but your uncle wouldn’t allow it. He feared you might follow old Obi-Wan on some damned-fool idealistic crusade like your father did." |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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menace64 |
Posted: Wed Dec 27, 2006 5:40 pm |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I refuse to stop.
•Grand Army of the Republic [Republic]
Condition • Support Area
When you play this condition, add a [Republic] token here for each [Republic] companion you spot.
Response: If a [Republic] companion is about to take a wound, remove a [Republic] token here or discard this condition to prevent that.
1R221
A Name and a Face [Republic]
Event • Skirmish
Make a [Republic] Clone strength +2 (or +3 and damage +1 if you cannot spot another Clone with the same card title).
1C226
Nick of Time [Republic]
Event • Response
If a [Republic] companion is assigned to a skirmish, play a [Republic] possession on him or her from your discard pile.
1C230
•Nubian Transport [Republic]
Condition • Support Area
Capital. To play, spot 3 [Republic] companions.
When you play this condition, add a [Republic] token here.
Skirmish: Remove a [Republic] token here or discard this condition to cancel a skirmish involving a [Republic] companion.
1C231
No More Negotiations [Republic]
Event • Skirmish
Exert a [Republic] Human to make a minion he or she is skirmishing lose damage +1 or fierce until the regroup phase.
1U232
•Padme, Royal Senator [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Each other companion is resistance +1.
1C235
I redid the common Panaka, and gave his old ability to the rare version (with an added effect). So here’s both:
•Panaka, Head of Security [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
At the end of Panaka’s skirmish, you may exert him to replace a [Republic] companion in a skirmish.
Each time Panaka replaces a companion in a skirmish, he is damage +1 until the regroup phase.
1R236
•Panaka, Protector of the Queen [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
Skirmish: If you can spot a threat, exert Panaka and spot a [Republic] companion to prevent events from being played during skirmishes involving that companion.
1C237
Support in the Senate [Republic]
Event • Alliance
Spot a [Republic] companion and a companion of another race to remove a threat.
1C243
Theed Palace Guard [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a companion is replaced in a skirmish, you may exert this companion to heal that companion or remove a threat.
1U246
•Typho, Bodyguard [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
At the start of the maneuver phase, you may exert Typho and spot another [Republic] companion. That companion may not take wounds until the regroup phase.
1R247
•Typho, Protector of the Senator [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
Response: If a [Republic] companion is skirmishing a minion with higher strength and Typho is not assigned to a skirmish, add 2 threats to replace Typho in that companion’s skirmish.
1C248
Republic is finished! Wiggity-w00t! We’re almost there!
Next Up: The last 5 sites.
Set Completion Count: 343/365 - 94% |
Last edited by menace64 on Thu Dec 28, 2006 1:16 am; edited 3 times in totalRiddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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CarpeGuitarrem |
Posted: Wed Dec 27, 2006 5:44 pm |
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Joined: 07 Apr 2006
Posts: 3361
Location: Franciscan University of Steubenville
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menace64 wrote: I refuse to stop.
 •Grand Army of the Republc [Republic]
Condition • Support Area
When you play this condition, add a [Republic] token here for each [Republic] companion you spot.
Response: If a [Republic] companion would take a wound, remove a [Republic] token here or discard this condition to prevent that.
1R221
Change wording to "is about to take a wound", and it’s a nice card.
 A Name and a Face [Republic]
Event • Skirmish
Make a [Republic] Clone strength +2 (or +3 and damage +1 if you cannot spot another Clone with the same card title).
1C226
Very interesting, and I like.
 Nick of Time [Republic]
Event • Response
If a [Republic] companion is assigned to a skirmish, play a [Republic] possession on him or her from your discard pile.
1C230
Nice!! I forget, are there any possessions with "when you play this possession" abilities?
 •Nubian Transport [Republic]
Condition • Support Area
Capital. To play, spot 3 [Republic] companions.
When you play this condition, add a [Republic] token here.
Skirmish: Remove a [Republic] token here or discard this condition to cancel a skirmish involving a [Republic] companion.
1C231
Good, I like the token strategy.
 No More Negotiations [Republic]
Event • Skirmish
Exert a [Republic] Human to make a minion he or she is skirmishing lose damage +1 or fierce until the regroup phase.
1U232
Cool! A very good card.
 •Padme, Royal Senator [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Each other companion is resistance +1.
1C235
Nice and simple.
I redid the common Panaka, and gave his old ability to the rare version (with an added effect). So here’s both:
 •Panaka, Head of Security [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
At the end of Panaka’s skirmish, you may exert him to replace a [Republic] companion in a skirmish.
Each time Panaka replaces a companion in a skirmish, he is damage +1 until the regroup phase.
1R236
Good rare.
 •Panaka, Protector of the Queen [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
Skirmish: If you can spot a threat, exert Panaka and spot a [Republic] companion to prevent events from being played during skirmishes involving that companion.
1C237
Sweet!
 Support in the Senate [Republic]
Event • Alliance
Spot a [Republic] companion and a companion of another race to remove a threat.
1C243
Hmm...a very strong card, but it’s well-balanced.
 Theed Palace Guard [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a companion is replaced in a skirmish, you may exert this companion to heal that companion or remove a threat.
1U246
Ah, and continuing with the replacement theme.
 •Typho, Bodyguard [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
At the start of the maneuver phase, you may exert Typho and spot another [Republic] companion. That companion may not take wounds until the regroup phase.
1R247
Good, although powerful.
 •Typho, Protector of the Senator [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
Response: If a [Republic] companion is skirmishing a minion with higher strength, and Typho is not assigned to a skirmish, add 2 threats to replace Typho in that companion’s skirmish.
Each time Typho replaces a companion in a skirmish, he is strength +2 until the regroup phase.
1C248
Too complicated, powerful for a common, IMO.
Republic is finished! Wiggity-w00t! We’re almost there!
Next Up: The last 5 sites.
Set Completion Count: 343/365 - 94% |
"ok, change of plans. the Cobracards christmas party is coming to my house, and we’re gunna teach FM how to hunt." (mm) |
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menace64 |
Posted: Thu Dec 28, 2006 1:15 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I can never get that wording right.
Nick of Time: Not yet, there isn’t (maybe in AWH... I have lots of possessions there).
I dropped the strength bonus on the common Typho. |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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elf lvr |
Posted: Thu Dec 28, 2006 1:22 am |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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menace64 wrote: I refuse to stop.
 •Grand Army of the Republic [Republic]
Condition • Support Area
When you play this condition, add a [Republic] token here for each [Republic] companion you spot.
Response: If a [Republic] companion is about to take a wound, remove a [Republic] token here or discard this condition to prevent that.
1R221
Seems very powerful. Perhaps raise the cost a little?
 A Name and a Face [Republic]
Event • Skirmish
Make a [Republic] Clone strength +2 (or +3 and damage +1 if you cannot spot another Clone with the same card title).
1C226
Nice one.
 Nick of Time [Republic]
Event • Response
If a [Republic] companion is assigned to a skirmish, play a [Republic] possession on him or her from your discard pile.
1C230
Seems good.
 •Nubian Transport [Republic]
Condition • Support Area
Capital. To play, spot 3 [Republic] companions.
When you play this condition, add a [Republic] token here.
Skirmish: Remove a [Republic] token here or discard this condition to cancel a skirmish involving a [Republic] companion.
1C231
Two skirmishes cancelled. Its pretty good.
 No More Negotiations [Republic]
Event • Skirmish
Exert a [Republic] Human to make a minion he or she is skirmishing lose damage +1 or fierce until the regroup phase.
1U232
Looks nice. Does it need to be a ’U’ though? And wouldn’t it be pointless to EXERT to make a minion lose damage+1?
 •Padme, Royal Senator [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-8
Each other companion is resistance +1.
1C235
Fine.
I redid the common Panaka, and gave his old ability to the rare version (with an added effect). So here’s both:
 •Panaka, Head of Security [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
At the end of Panaka’s skirmish, you may exert him to replace a [Republic] companion in a skirmish.
Each time Panaka replaces a companion in a skirmish, he is damage +1 until the regroup phase.
1R236
Seems okay.
 •Panaka, Protector of the Queen [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you can spot a [Republic] Human, Panaka’s twilight cost is -1.
Skirmish: If you can spot a threat, exert Panaka and spot a [Republic] companion to prevent events from being played during skirmishes involving that companion.
1C237
Interesting... I think there’s a connection between the two abilities, but I cant seem to place it... care to elaborate?
 Support in the Senate [Republic]
Event • Alliance
Spot a [Republic] companion and a companion of another race to remove a threat.
1C243
Seems alright.
 Theed Palace Guard [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a companion is replaced in a skirmish, you may exert this companion to heal that companion or remove a threat.
1U246
Wow! Nice one.
 •Typho, Bodyguard [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
At the start of the maneuver phase, you may exert Typho and spot another [Republic] companion. That companion may not take wounds until the regroup phase.
1R247
Hmm, powerful... especially with skirmish replacing.
 •Typho, Protector of the Senator [Republic]
Companion • Human
Strength-7
Vitality-3
Resistance-6
While you cannot spot a threat, Typho’s twilight cost is -1.
Response: If a [Republic] companion is skirmishing a minion with higher strength and Typho is not assigned to a skirmish, add 2 threats to replace Typho in that companion’s skirmish.
1C248
More skirmish replacing... cant complain.
Republic is finished! Wiggity-w00t! We’re almost there!
Next Up: The last 5 sites.
Set Completion Count: 343/365 - 94% |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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menace64 |
Posted: Thu Dec 28, 2006 2:30 am |
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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I’m pulling out all the stops! Here are the last 22 cards in Legacy of the Force!
•Bib, Malicious Majordomo [Criminal]
Minion • Twi’lek
Strength-5
Vitality-3
Roaming-3
When you play Bib, you may spot another [Criminal] minion to play a bounty condition from your draw deck.
Skirmish: Exert Bib and spot a companion bearing a bounty to discard all Light Side cards borne by him or her.
1R48
•Chewbacca, Protector [Criminal]
Companion • Wookiee
Strength-8
Vitality-4
Resistance-6
Damage +1. Destined. While you can spot Han, Chewbacca’s twilight cost is -1.
While you can spot X threats, Chewbacca is strength +X and damage +X.
1R53
•Debnoli, Good-natured Patron [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a [Criminal] companion wins a skirmish, you may exert Debnoli to remove a threat.
1C57
•Han, Very Nice Man [Criminal]
Companion • Human
Strength-7
Vitality-3
Resistance-7
Destined. While you cannot spot a threat, Han’s twilight cost is -2.
While you can spot 3 threats, Han is damage +1.
1C61
•Independent Operation [Criminal]
Condition • Support Area
At the start of each regroup phase, you may add a threat to take a [Criminal] card into hand from your discard pile. Any Dark Side player may exert his or her minion to prevent that.
1U64
•Jango, Master Hunter [Criminal]
Minion • Human
Strength-12
Vitality-3
Roaming-3
Bounty Hunter. Fierce.
While you can spot a bounty, Jango may not be exerted by Light Side cards.
While you can spot an exhausted companion bearing a bounty, Jango is strength +4.
1U66
•Lando, Respectable Enough [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
Each time a Dark Side condition is played, you may exert Lando to discard it.
Each time a minion is played, if Lando is exhausted, the Dark Side player may add .
1R68
•Lobot, Cybernetically Reformed [Criminal]
Companion • Cyborg
Strength-5
Vitality-3
Resistance-6
At the start of each of Lobot’s skirmishes, you may exert him to reveal the top X cards of your draw deck, where X is the number of threats you spot. Replace them in any order.
1U69
No Disintegrations [Criminal]
Event • Skirmish
Exert a bounty hunter to make a companion that bounty hunter is skirmishing strength -2 (or -3 if that companion is bearing a bounty).
1C74
•Outrider [Criminal]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Criminal] companion.
If bearer is Dash or Leebo, bearer is damage +1 for each threat you can spot over 3.
At the start of each skirmish involving bearer, you may spot a threat to exert a minion skirmishing bearer.
1U76
And that’s all for Criminals!
•Chimaera [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
The first [Imperial] minion you play each turn gains (until the regroup phase):
"This minion may not be assigned to a skirmish.
Skirmish: Exert this minion to make an [Imperial] minion strength +2."
1U94
The Empire Strikes Back [Imperial]
Event • Regroup
Discard an [Imperial] minion with strength 7 or more and remove all threats to make the Light Side player wound a companion for each threat removed.
1R98
False Sense of Exposure [Imperial]
Event • Maneuver
Spot X threats to play X [Imperial] capitals from your draw deck. Remove all threats.
1C100
(That card comes from the apparent "vulnerable" Death Star II in RotJ.)
Imperial Star Destroyer [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
Each time you take control of a site, add an [Imperial] token here.
Skirmish: Remove X [Imperial] tokens here and remove [X] to make an [Imperial] minion damage +X. Discard this condition.
1R110
•Piett, Admiral of the Empire [Imperial]
Minion • Human
Strength-7
Vitality-4
Roaming-4
Piett may not be assigned to a skirmish.
Each time an [Imperial] minion wins a skirmish, you may exert Piett and spot 2 [Imperial] capitals to take control of a site.
1U114
Something Special Planned for Them [Imperial]
Condition • Support Area
When you play this condition, add an [Imperial] token here for each [Imperial] capital you spot.
While you control 3 sites, [Imperial] minions are strength +2.
Regroup: Exert an [Imperial] minion and remove 2 [Imperial] tokens here to take control of a site.
1C116
•Vengeance [Imperial]
Condition • Support Area
Capital. To play, spot an [Imperial] minion.
When you play this condition, add an [Imperial] token here for each site you control.
While there are 3 [Imperial] tokens here, the Light Side player can’t play events during skirmishes involving [Imperial] minions.
While there are 4 [Imperial] tokens here, [Imperial] minions skirmishing unwounded companions are damage +1.
1R127
And the Imperials are done!
Galactic City
Military. Urban. Skirmish: Exert your character to make it strength +1 for each condition of the same culture you can spot (limit once per skirmish).
1U338
Grand Hall
Dwelling. Each time you play a force power, you may heal 1 of your characters.
1U339
Landing Pad
Urban. When the alliance moves from here, each player may discard a card from hand to heal 1 of his or her characters.
1U346
Massassi Temple
Forest. Military. When the alliance moves to here, the Light Side player may spot a Dark Side token to remove a burden.
1U348
Mustafar Lava-flow
Battleground. Each time a skirmish resolves, each involved character’s owner must discard a condition of the same culture as that character.
1U350
Those were the last of the sites, and that means the entire set is done! Finished! Completed! 365/365... 100%
Hurray!
I’ll be posting a new thread soon for the entire set, and then it’s off to A Wretched Hive!
Thanks for tagging along! |
Riddle 9
When I came to Abraham I let him live just a moment longer. When I came to Moses I saved his life more than once. But the salmon... I regret to say I had a hand in its death.
Who am I? |
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