I said I’d work on Light Side Criminals, and in a way I will be.
I knew I agreed not to post big bunches of cards again, but I feel like going on a spree tonight and just hitting up every culture.
There’s no great need to get them all reviewed in any sense of time, but if you want to pull a few out, be my guest!
but its my job to review these!
*Ahem*

Battle Droid Rifle [Confederacy]
Possession • Ranged Weapon
Strength +2
Bearer must be a [Confederacy] droid.
While you can spot a Separatist, bearer gains
long range.
1C10
serperatist. What is serperatist? their leaders of something?

Geonosian Flyer [Confederacy]
Minion • Geonosian
Strength-8
Vitality-2
Roaming-4
To play, spot a [Confederacy] minion.
This minion may not take wounds (except during a skirmish involving it).
1U19
nice basic minion

Geonosian Swarmer [Confederacy]
Minion • Geonosian
Strength-6
Vitality-2
Roaming-4
This minion is strength +1 for each other Geonosian you can spot.
1C20
nice ability title cohesion

•Grievous’ Lightsabers [Confederacy]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Grievous.
He is a
duelist.
At the start of each phase, you may exert Grievous. If you do, he is strength +1 until the regroup phase.
1R22
how about exert grievous to make him strength +1 for each free peoples light saber you can spot?

•Precise Volley [Confederacy]
Condition • Support Area
Toil 3. To play, exert a Separatist.
Crossfire: Spot X [Confederacy] droids to make the minion archery total +X (limit +4). Discard this condition.
1R32
make it Toil 2 otherwise good

•Dash, Not Such a Bad Guy [Criminal]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While bearing a weapon, each minion skirmishing Dash is strength -1.
Maneuver: Exert Dash and add a threat to play a [Criminal] ship from your draw deck or discard pile.
1U55
While dash is bearing a weapon or while the minion is bearing a weapon?

Hidden Compartments [Criminal]
Condition • Support Area
When you play this condition, add X threats to stack X cards from your hand face down here.
If there are no cards stacked here, discard this condition.
Skirmish: Discard X [Criminal] cards here to make a [Criminal] companion strength +2. If that companion wins the skirmish, remove X threats. Discard a card stacked here.
1C63
hum. how about strength +2 for each card discarded?

•Millennium Falcon [Criminal]
Possession • Ship
Enclosed. Bearer must be a [Criminal] companion.
If bearer is Han, each time the alliance moves, you may exert him to play the alliance’s next site.
If bearer is Chewbacca, he is strength +1 for each threat (limit +3).
Response: If bearer would take a wound, discard 2 [Criminal] cards from hand or discard this possession to prevent that.
1R70
fine by me maybe make it give strength +1

Sorry About the Mess [Criminal]
Event • Skirmish
Make a [Criminal] companion strength +2 for each skirmish you’ve won at this site. Add or remove a threat.
1C86
i like it

Sympathetic Gunrunner [Criminal]
Companion • Human
Strength-5
Vitality-3
Resistance-6
Each time you play a weapon, you may remove

.
Each time the alliance moves, spot 2 other [Criminal] cards or add

.
1C87
how about each time you play a weapon this companion is strength +1 until the regroup phase?

•Calculating Captain [Imperial]
Minion • Human
Strength-9
Vitality-3
Roaming-4
When you play Calculating Captain, make another [Imperial] minion strength +2 until the regroup phase for each site you control.
Assignment: Exert Calculating Captain to make an [Imperial] minion a
lurker until the regroup phase.
1R93
gain lurker until the regroup...

Imperial Blaster [Imperial]
Possession • Ranged Weapon
Strength +2
Bearer must be an [Imperial] minion.
While you control 2 sites, bearer is
damage +1.
1C102
fine by me

Imperial Snowtrooper [Imperial]
Minion • Human
Strength-8
Vitality-3
Roaming-4
While you control a tundra site, this minion is twilight cost -1 and
damage +1.
While at a tundra site, this minion is strength +1.
1C109
hum. his stats seem kinda pathetic, are you going to make better ones?

Stormtrooper Armor [Imperial]
Possession • Armor
Vitality +1
Bearer must be an [Imperial] minion.
Each time bearer is about to take a wound, you may remove

to prevent that.
1C117
fine by me

Stormtrooper Marcher [Imperial]
Minion • Human
Strength-8
Vitality-2
Roaming-4
Skirmish: Exert another [Imperial] minion to make this minion strength +1.
1C119
fine

Stormtrooper Runner [Imperial]
Minion • Human
Strength-7
Vitality-2
Roaming-4
Each time this minion exerts, add

.
1C122
OK

•At an End, Your Rule Is [Jedi]
Condition • Support Area
To play, spot a Jedi.
Once per turn, if a minion is played, you may exert your Jedi and add a burden to exhaust that minion.
1R135
nice how about (or just exert that jedi if it is yoda? (go yoda!
)

Lightsaber Sweep [Jedi]
Event • Skirmish
Force Power.
Make a companion bearing a lightsaber strength +2. Unless skirmishing a duelist, at the end of the skirmish, discard a minion that companion is skirmishing.
1C147
powerful. make it if he won the skirmish

•Qui-Gon, Mindful of the Living Force [Jedi]
Companion • Human
Strength-9
Vitality-3
Resistance-8
Jedi.
Each time a threat is added, you may take a Light Side card into hand from your discard pile.
1C155
have I seen this before?

•Yoda, Exiled Master [Jedi]
Companion
Strength-10
Vitality-4
Resistance-9
Jedi. Yoda’s twilight cost is +1 for each burden.
Each time you play a training condition, you may add

to remove a training token from it.
Regroup: Spot an apparition and exert Yoda to heal the Apprentice twice.
1R165
YODA my YO-O-O-ODA! YEAH!interesting you are going to make ghosts? I guess he is OK maybe lower his strength by 1 or 2 cause he is broken by the jedi deaths and his failure to kill palpatine
(Apparition is a keyword that doesn’t appear in this set, but it’s for Jedi who "die" and then come back (like Obi-Wan’s ghost). Here’s what it does:
While this companion is in the dead pile, his or her game text is still active. He or she may not exert or take wounds.)

•Yoda, Senior Council Member [Jedi]
Companion
Strength-10
Vitality-4
Resistance-9
Jedi. Yoda’s twilight cost is +1 for each burden.
Each time you play a force power, you may add a burden to take it back into your hand.
1U166
fine by me MORE YODA!

A New Hope [Rebel]
Condition
Resistance +1
Bearer must be a [Rebel] companion. Limit 1 per bearer.
Bearer is strength +1 for each companion of a different race in the dead pile.
1U168
in the dead pile? shouldn’t it be in your fellowship?

I Am a Jedi [Rebel]
Event • Skirmish
If Luke is a Jedi, exert him to wound a minion he is skirmishing.
1R184
fine by me

•Luke’s Lightsaber [Rebel]
Artifact • Hand Weapon
Strength +2
Lightsaber. Bearer must be Luke or Leia.
If bearer has resistance 4 or more, bearer is a
duelist.
Skirmish: If bearer is Luke, exert him to take a force power into hand from your draw deck.
1R191
lots of stuff about force powers can we see some more?

Warrior’s Courage [Rebel]
Event • Skirmish
Make a [Rebel] companion strength +2 (or +3 if you can spot 2 threats).
1C205
fineth

•Wedge, Gifted Pilot [Rebel]
Companion • Human
Strength-7
Vitality-3
Resistance-8
While you can spot a [Rebel] companion, Wedge is twilight cost -1.
Each time Wedge wins a skirmish, you may play a [Rebel] ship from your discard pile.
1C206
nice good card

Humbling [Republic]
Condition • Support Area
Each time a [Republic] Human loses a skirmish, add a [Republic] token here.
Skirmish: Make a Gungan strength +2 for each [Republic] token here. Discard this condition.
1R224
reduce the twilight cost by 1

Naboo Starfighter [Republic]
Possession • Ship
Strength +1
Enclosed. Bearer must be a [Republic] companion (except a Gungan).
Each time bearer wins a skirmish, you may remove 2 tokens from a capital condition. If that capital has no more tokens, discard it.
1U228
oh I got it! cool card

•Ric. Bravo Squadron Leader [Republic]
Companion • Human
Strength-6
Vitality-3
Resistance-6
While piloting, at the start of each of Ric’s skirmishes, you may remove a token from a capital condition. If that capital has no more tokens, discard it.
1U241
oh so this is a theme of the pilots?
Ugh. I’m tired. Lucky for you I didn’t get to Sith or Vong.
I don’t know where I’m headed next. Either sites or Dark Side Criminals.
Set Completion Count: 222/365 - 61%