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| menace64 | 
 Posted: Thu Dec 28, 2006 4:01 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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Here is the entire 365-card base set for my SW/LotR Cross Project!
 
 
It would be super if this thread (and Thonnas’ spoiler thread for Sauron Defeated) could get a sticky.
 
 
Apparently all of the cards in one thread is much too large, so I’ll do 1 per culture.
 
 
But first, here are all the keywords I made up for this set:
 
New Loaded Keywords:
 
Apparition (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.)
 
Bounty X (When bearer loses a skirmish to a bounty hunter minion, that minion’s owner may discard this condition to draw up to X cards.)
 
Droid (This character may not exert or be exerted.)
 
Duelist (Unless this character is skirmishing a duelist, the opponent may not play skirmish events during this character’s skirmish.)
 
Enclosed (Discard other possessions and artifacts borne by bearer. Bearer may not take wounds during the crossfire phase.)
 
Savage (This character may not bear possessions.)
 
Training X (When you play this, add X training tokens here. At the start of each of your turns, remove a training token here. When there are no training tokens here, training is complete; discard this condition and all benefits of the training last until the end of the game.)
 
 
New Unloaded Keywords:
 
Bounter Hunter (for Boba and company)
 
Capital (for support area conditions representing large ships)
 
Ewok (for specific [Rebel] followers)
 
Jedi (yeah... for Jedi)
 
Lightsaber (for hand weapons)
 
Separatist (for the leaders of the Confederacy)
 
 
THE FORCE
 
 
•The Force, Bound to All
 
Vitality +1
 
Maneuver: Exert bearer to use The Force until the regroup phase.
 
While using The Force, the Apprentice is strength +1 for each event you play during his or her skirmish, and each time he or she would take a wound, add 2 burdens instead.
 
1R1
 
 
•The Force, The Powerful Ally
 
Strength +1
 
Response: If bearer is about to take a wound in a skirmish, he or she uses The Force until the regroup phase.
 
While using The Force, each time the Apprentice would take a wound during a skirmish, add a burden instead.
 
1C2
 
 
 
CONFEDERACY CULTURE
 
 
  Acklay, Bred for Battle [Confederacy]
 
Minion • Acklay
 
Strength-16
 
Vitality-4
 
Roaming-4
 
Fierce. Savage.
 
Each time this minion takes a wound, you may exert a companion (except the Apprentice).
 
1R3
 
 
  Activate the Droids [Confederacy]
 
Condition • Support Area
 
Maneuver: Exert a Separatist X times to make X [Confederacy] droids strength +2 until the regroup phase. Discard this condition.
 
1C4
 
 
  Banking Clan Freighter [Confederacy]
 
Condition • Support Area
 
Capital. To play, spot a [Confederacy] minion.
 
When you play this condition, you may spot a Separatist to reinforce a token on a [Confederacy] capital.
 
Regroup: Remove X [Confederacy] tokens from capitals to take a [Confederacy] card with twilight cost X into hand from your discard pile. Discard this condition.
 
1U5
 
 
  Barraging Droideka [Confederacy]
 
Minion • Droid
 
Strength-13
 
Vitality-4
 
Roaming-4
 
Droid.
 
While you can spot 3 [Confederacy] tokens, this minion may not take wounds.
 
While you can spot 4 [Confederacy] tokens, this minion is fierce.
 
While you can spot 5 [Confederacy] tokens, add 2 to the minion crossfire total.
 
1R6
 
 
  Battle Droid Patroller [Confederacy]
 
Minion • Droid
 
Strength-9
 
Vitality-2
 
Roaming-4
 
Droid.
 
When you play this minion, you may exert a Separatist to make it strength +3 for each time the alliance has moved this turn.
 
1U7
 
 
  Battle Droid Protector [Confederacy]
 
Minion • Droid
 
Strength-7
 
Vitality-2
 
Roaming-4
 
Droid.
 
Response: If your [Confederacy] minion is about to take a wound (or if your [Confederacy] condition is about to be discarded by a Light Side card), discard this minion to prevent that.
 
1C8
 
 
  Battle Droid Regiment [Confederacy] 
 
Minion • Droid 
 
Strength-13
 
Vitality-4 
 
Roaming-4 
 
Droid. To play, spot a [Confederacy] minion. 
 
Maneuver: Exert a Separatist to make this minion fierce until the regroup phase. 
 
Skirmish: Exert a Separatist to make this minion damage +1 (limit +1). 
 
1R9
 
 
  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
 
 
  Battle Droid Skirmisher [Confederacy]
 
Minion • Droid
 
Strength-8
 
Vitality-2
 
Roaming-4
 
Droid.
 
Assignment: Exert a Separatist to assign this minion to an undestined companion. The Light Side player may exert that companion to prevent that and assign this minion to another companion.
 
1C11
 
 
  Battle Droid Squad [Confederacy]
 
Minion • Droid
 
Strength-10
 
Vitality-3
 
Roaming-4
 
Droid.
 
Each time another [Confederacy] minion is assigned to a skirmish, make this minion strength +1 until the regroup phase.
 
1C12
 
 
  Buzz Droids [Confederacy]
 
Event • Skirmish
 
Spot 3 [Confederacy] droids to discard a possession borne by a companion 1 of those droids is skirmishing.
 
1U13
 
 
  Commerce Guild Corvette [Confederacy]
 
Condition • Support Area
 
Capital. To play, spot a [Confederacy] minion.
 
When you play this condition, add a [Confederacy] token here.
 
Each time the alliance moves, spot another [Confederacy] capital to add a [Confederacy] token here.
 
1U14
 
 
  Cyborg’s Strike [Confederacy]
 
Condition • Support Area
 
Skirmish: Discard this condition to make a Cyborg strength +2.
 
Skirmish: Exert Grievous and discard this condition to make him strength +4. If he wins the skirmish, exert the losing companion.
 
1U15
 
 
  The Endless Army [Confederacy]
 
Condition • Support Area
 
To play, spot a [Confederacy] minion.
 
Each time a [Confederacy] droid wins a skirmish, you may exert your Separatist to play a [Confederacy] droid from your discard pile; it is fierce until the regroup phase.
 
1R16
 
 
  Engaged [Confederacy]
 
Event • Skirmish
 
Remove X [Confederacy] tokens from capitals to make a [Confederacy] droid strength +X (limit +5).
 
1C17
 
 
  Fortified Droideka [Confederacy]
 
Minion • Droid
 
Strength-13
 
Vitality-4
 
Roaming-4
 
Droid. Damage +1.
 
Each time this minion would take a wound, you may discard a [Confederacy] card from hand to prevent that.
 
1R18
 
 
  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
 
 
  Geonosian Swarmer [Confederacy]
 
Minion • Geonosian
 
Strength-6
 
Vitality-2
 
Roaming-4
 
This minion is strength +1 for each other Geonosian you can spot.
 
1C20
 
 
  •Grievous, Supreme Commander [Confederacy]
 
Minion • Cyborg
 
Strength-16
 
Vitality-4
 
Roaming-4
 
Damage +1. Fierce. Separatist.
 
At the start of the assignment phase, you may exert Grievous to make him damage +1 (and lose fierce) until the regroup phase.
 
Each time a [Confederacy] minion wins a skirmish, you may heal Grievous.
 
1R21
 
 
  •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 +2 until the regroup phase.
 
1R22
 
 
  Hailfire Stampeder [Confederacy]
 
Minion • Droid
 
Strength-11
 
Vitality-3
 
Roaming-4
 
Droid. Long Range.
 
If a companion dies in this minion’s skirmish, you may make it strength +4 and fierce until the regroup phase.
 
1U23
 
 
  Hailfire Stormer [Confederacy]
 
Minion • Droid
 
Strength-12
 
Vitality-3
 
Roaming-4
 
Droid. Long Range.
 
At the start of the crossfire phase, if this minion is unwounded, make the minion crossfire total +1.
 
1U24
 
 
  •InterGalactic Banking Frigate [Confederacy] 
 
Condition • Support Area 
 
Capital. To play, spot a [Confederacy] minion. 
 
While there are less than 4 tokens here, each time your Separatist exerts, you may place a [Confederacy] token here. 
 
Response: If your Separatist exerts, remove 2 [Confederacy] tokens here to place no token for that exertion. 
 
1U25
 
 
  •Invisible Hand [Confederacy]
 
Condition • Support Area
 
Capital. To play, spot a [Confederacy] minion.
 
When you play this condition, add a [Confederacy] token here for each threat and for each burden you can spot.
 
Maneuver: Remove 3 [Confederacy] tokens here to discard a capital.
 
1R26
 
 
  Nexu, Bred for Battle [Confederacy]
 
Minion • Nexu
 
Strength-10
 
Vitality-3
 
Roaming-4
 
Fierce. Savage.
 
Response: If this minion’s skirmish is about to end, exert this minion to discard a possession borne by the companion it is skirmishing.
 
1R27
 
 
  •Nute, Neimoidian Pawn [Confederacy]
 
Minion • Neimoidian
 
Strength-6
 
Vitality-3
 
Roaming-4
 
Separatist.
 
Nute may not be assigned to a skirmish.
 
Each time you play a [Confederacy] droid, if you can spot 3 [Confederacy] droids, you may exert Nute to take a [Confederacy] capital or [Confederacy] possession into hand from your discard pile.
 
1C28
 
 
  Petranaki Driver [Confederacy]
 
Minion • Geonosian
 
Strength-6
 
Vitality-2
 
Roaming-4
 
Dark Side: Exert this minion to take a savage [Confederacy] minion into hand from your discard pile.
 
1C29
 
 
  Petranaki Handler [Confederacy]
 
Minion • Geonosian
 
Strength-8
 
Vitality-2
 
Roaming-4
 
Each savage [Confederacy] minion you play is twilight cost -2.
 
1R30
 
 
  •Poggle, The Lesser [Confederacy]
 
Minion • Geonosian
 
Strength-7
 
Vitality-3
 
Roaming-4
 
Separatist.
 
Poggle may not be assigned to a skirmish.
 
Each [Confederacy] droid is strength +1 for each other Geonosian you can spot.
 
1R31
 
 
  •Precise Volley [Confederacy]
 
Condition • Support Area
 
Toil 3. To play, exert a Separatist.
 
Crossfire: Spot X [Confederacy] droids to make the minion crossfire total +X (limit +4). Discard this condition.
 
1R32
 
 
  •Rank and File [Confederacy]
 
Condition • Support Area
 
Each time a [Confederacy] droid wins a skirmish, you may discard that droid to add X [Confederacy] tokens here, where X is that droid’s vitality.
 
Skirmish: Remove   and spot 3 [Confederacy] tokens here to make a [Confederacy] droid strength +2 (limit +2).
 
Skirmish: Remove   and spot 5 [Confederacy] tokens here to make a [Confederacy] droid strength +4 (limit +4).
 
1U33
 
 
  Reek, Bred for Battle [Confederacy]
 
Minion • Reek
 
Strength-13
 
Vitality-3
 
Roaming-4
 
Savage.
 
This minion is damage +1 for each wound it has.
 
1R34
 
 
  Rite of Economic Investment [Confederacy]
 
Condition • Support Area
 
Vitality +1
 
Response: If you play a Separatist, transfer this condition from your support area to it.
 
Response: If bearer dies, transfer this condition to your support area.
 
1R35
 
 
  •San, Muun Chairman [Confederacy] 
 
Minion • Muun
 
Strength-5
 
Vitality-3
 
Roaming-4
 
Separatist.
 
San may not be assigned to a skirmish.
 
Dark Side: Play a [Confederacy] droid. Then, play another [Confederacy] droid to heal San. 
 
1U36
 
 
  •Shu, Commerce Guild Presidente [Confederacy]
 
Minion • Gossam
 
Strength-5
 
Vitality-3
 
Roaming-4
 
Separatist.
 
Shu may not be assigned to a skirmish.
 
Dark Side: Exert Shu to reinforce a token on a [Confederacy] capital.
 
1C37
 
 
  •Super Battle Droid Commander [Confederacy]
 
Minion • Droid
 
Strength-13
 
Vitality-3
 
Roaming-4
 
Droid. To play, exert a Separatist.
 
While you can spot 3 other [Confederacy] droids, Super Battle Droid Commander is damage +1.
 
Skirmish: Discard 2 [Confederacy] cards from hand to make another [Confederacy] droid strength +1. If that droid wins the skirmish, it is fierce until the regroup phase.
 
1R38
 
 
  Super Battle Droid Suppressor [Confederacy]
 
Minion • Droid
 
Strength-12
 
Vitality-3
 
Roaming-4
 
Droid. To play, exert a Separatist.
 
Each time this minion wins a skirmish, if you can spot an exhausted companion, you may make the Light Side player exert a companion twice.
 
1U39
 
 
  Swift and Deadly [Confederacy]
 
Event • Skirmish
 
Make your [Confederacy] droid strength +2. You may take the next action.
 
1C40
 
 
  •Techno Union Starship [Confederacy]
 
Condition • Support Area
 
Capital. To play, spot a [Confederacy] minion.
 
When you play this condition, add 2 [Confederacy] tokens here for each Separatist you spot.
 
Skirmish: Exert a Separatist and remove X [Confederacy] tokens here to make a companion skirmishing a [Confederacy] minion strength -X. Discard this condition.
 
1U41
 
 
  Trade Federation Battleship [Confederacy]
 
Condition • Support Area
 
Capital. To play, spot a [Confederacy] minion.
 
Response: If a [Confederacy] minion wins a skirmish, spot a Separatist to stack that Separatist here.
 
Dark Side: If you cannot spot a minion, play a Separatist stacked here.
 
1R42
 
 
  Tri-fighter Encircler [Confederacy]
 
Minion • Droid
 
Strength-9
 
Vitality-2
 
Roaming-4
 
Droid.
 
While you can spot a companion with less strength than this minion’s strength, this minion may not take wounds.
 
1C43
 
 
  Tri-fighter Sweeper [Confederacy]
 
Minion • Droid
 
Strength-9
 
Vitality-2
 
Roaming-4
 
Droid.
 
While you can spot more minions than companions, this minion may not take wounds.
 
1C44
 
 
  •Wat, Foreman of the Techno Union [Confederacy]
 
Minion • Skakoan
 
Strength-7
 
Vitality-3
 
Roaming-4
 
Separatist.
 
Wat may not be assigned to a skirmish.
 
While you can spot more companions than minions, Separatists cannot take wounds.
 
Regroup: Exert Wat to give a Separatist muster.
 
1C45 | 
 
Last edited by menace64 on Thu Dec 28, 2006 4:52 am; 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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| menace64 | 
 Posted: Thu Dec 28, 2006 4:02 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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CRIMINAL CULTURE
 
 
  Any Means Necessary [Criminal]
 
Condition • Support Area
 
Bounty 2.
 
Dark Side: Exert a minion (except a bounty hunter) to transfer this condition to a companion. 
 
Skirmish: Exert your bounty hunter skirmishing bearer to make bearer strength -1.
 
1U46
 
 
  Aqualish Lowlife [Criminal]
 
Minion • Aqualish
 
Strength-7
 
Vitality-3
 
Roaming-3
 
This minion is strength +1 for each Light Side possession you can spot.
 
1C47
 
 
  •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
 
 
  Blind Luck [Criminal]
 
Event • Skirmish
 
Reveal the top card of your draw deck. If it is a [Criminal] card, make a [Criminal] companion strength +3.
 
1C49
 
 
  •Boba, Of the Mandalorian Armor [Criminal]
 
Minion • Human
 
Strength-15
 
Vitality-3
 
Roaming-3
 
Bounty Hunter. Duelist. While you can spot a bounty, Boba’s twilight cost is -3.
 
While bearing a possession, Boba is fierce and each time he wins a skirmish, you may spot a bounty to take 2 [Criminal] cards into hand from your discard pile.
 
1R50
 
 
  •Bossk, Bounty Hunter [Criminal]
 
Minion • Trandoshan
 
Strength-11
 
Vitality-3
 
Roaming-3
 
Bounty Hunter. Fierce.
 
While skirmishing a companion bearing a bounty, Bossk is strength +3.
 
Each time Bossk claims a bounty, you may exert him to reconcile your hand.
 
1C51
 
 
  •Chewbacca, Bound for Life [Criminal]
 
Companion • Wookiee
 
Strength-8
 
Vitality-4
 
Resistance-6
 
Damage +1. Destined. While you can spot Han, Chewbacca’s twilight cost is -1.
 
Each time Chewbacca wins a skirmish, you may spot another [Criminal] companion to remove a threat.
 
1C52
 
 
  •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
 
 
  •Chewbacca’s Bowcaster [Criminal]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a companion with strength 7 or more (or Chewbacca). Bearer has long range.
 
When played on Chewbacca, Chewbacca’s Bowcaster is twilight cost -1.
 
Skirmish: If bearer is Chewbacca, add a threat to wound a minion he is skirmishing.
 
1R54
 
 
  •Dash, Not Such a Bad Guy [Criminal]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-5
 
While Dash bears a ship or weapon, each minion skirmishing him is strength -2.
 
Maneuver: Exert Dash and add a threat to play a [Criminal] ship from your draw deck or discard pile.
 
1U55
 
 
  Death Mark [Criminal]
 
Condition • Support Area
 
Bounty 3.
 
Dark Side: Exert a minion (except a bounty hunter) to transfer this condition to a companion.
 
Exert bearer at the end of each turn during which bearer was not assigned to a skirmish (and another companion was).
 
1R56
 
 
  •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
 
 
  Gamorrean Guard [Criminal]
 
Minion • Gamorrean
 
Strength-12
 
Vitality-3
 
Roaming-3
 
Damage +1. While you can spot a companion bearing 2 or more possessions, this minion’s twilight cost is -2.
 
Skirmish: Exert this minion to make it strength +1.
 
1C58
 
 
  Gamorrean Rager [Criminal]
 
Minion • Gamorrean
 
Strength-11
 
Vitality-3
 
Roaming-3
 
Damage +1. While you can spot a companion bearing 2 or more possessions, this minion’s twilight cost is -2.
 
Skirmish: Exert this minion to make it strength +1.
 
1C59
 
 
  •Han, Adrift Scoundrel [Criminal]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-7
 
Destined. While you cannot spot a threat, Han’s twilight cost is -2.
 
For each threat, Han is resistance -1.
 
Skirmish: Add a threat to make a minion skirmishing a [Criminal] companion strength -2.
 
1R60
 
 
  •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
 
 
  •Han’s Blaster [Criminal]
 
Possession • Ranged Weapon
 
Bearer must be Han. He has long range.
 
Each time a [Criminal] minion is killed, you may remove a threat.
 
1R62
 
 
  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
 
 
  •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
 
 
  •Jabba, Crime Lord [Criminal]
 
Minion • Hutt
 
Strength-7
 
Vitality-4
 
Roaming-3
 
The twilight cost of each bounty hunter is -1.
 
Maneuver: Exert Jabba twice to play a bounty from your draw deck or discard pile onto a companion (except the Apprentice).
 
1R65
 
 
  •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, Having His Own Problems [Criminal]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-6
 
Each time you add a threat, you may spot a [Criminal] token to heal Lando.
 
Each time the alliance moves, you may add   to remove a threat.
 
1C67
 
 
  •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
 
 
  •Millennium Falcon [Criminal]
 
Possession • Ship
 
Strength +1
 
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
 
 
  Mos Eisley Crowd [Criminal]
 
Condition • Support Area
 
To play, spot a [Criminal] character.
 
Response: If a [Criminal] minion would be discarded, remove   to stack that minion here instead.
 
Dark Side: Remove   to play a minion stacked here. If there are no minions stacked here, discard this condition.
 
1U71
 
 
  Nikto Brawler [Criminal]
 
Minion • Brawler
 
Strength-11
 
Vitality-2
 
Roaming-3
 
Fierce.
 
Each time this minion wins a skirmish, make a [Criminal] minion strength +2 until the regroup phase.
 
1U72
 
 
  Nikto Trapper [Criminal]
 
Minion • Nikto
 
Strength-7
 
Vitality-1
 
Roaming-3
 
While you can spot 2 bounties, this minion is damage +1 and may not take wounds.
 
1C73
 
 
  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
 
 
  On the Run [Criminal]
 
Event • Skirmish
 
Add X threats to make your [Criminal] companion strength +X. If that companion wins the skirmish, you may remove 2 threats.
 
1R75
 
 
  •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
 
 
  •Outrigging [Criminal] 
 
Condition • Support Area 
 
To play, spot a bounty hunter. 
 
Each time you claim a bounty, you may add a [Criminal] token here. 
 
Regroup: Remove a [Criminal] token here to place a [Criminal] card from your discard pile on top of your draw deck.
 
1R77
 
 
  Posted Reward [Criminal]
 
Condition • Support Area
 
Bounty 1.
 
Dark Side: Exert a minion (except a bounty hunter) to transfer this condition to a companion.
 
If borne by a companion, while you have 5 or more cards in hand, each bounty hunter is strength +1.
 
1C78
 
 
  Precautionary Warning [Criminal]
 
Event • Alliance
 
Exert a [Criminal] companion to remove a threat (and heal another companion if you can spot an [Imperial] condition).
 
1C79
 
 
  Quarren Raider [Criminal]
 
Minion • Quarren
 
Strength-9
 
Vitality-2
 
Roaming-3
 
Each time this minion wins a skirmish, discard a Light Side possession (or 2 Light Side possessions if you can spot 6 [Criminal] characters).
 
1C80
 
 
  Reaping the Rewards [Criminal] 
 
Event • Response 
 
If you just claimed a bounty, discard 2 cards from hand to take up to 3 [Criminal] possessions into hand from your discard pile.
 
1C81
 
 
  Retort [Criminal]
 
Event • Response
 
During a skirmish involving your [Criminal] companion, cancel an event a Dark Side player just played to make that companion strength +2.
 
1R82
 
 
  Scum and Villainy [Criminal]
 
Event • Dark Side
 
Spot 2 [Criminal] characters to play a [Criminal] minion from your discard pile; its twilight cost is +1.
 
1C83
 
 
  •Sebulba, Crooked Racer [Criminal]
 
Minion • Dug
 
Strength-9
 
Vitality-3
 
Roaming-3
 
While you can spot a podracer, Sebulba is strength +2 and damage +1.
 
Each time Sebulba is assigned to a skirmish, you may exert him to discard the top X cards of the Light Side player’s draw deck, where X is the number of cards that companion bears.
 
1U84
 
 
  •Slave One [Criminal]
 
Possession • Ship
 
Strength +1
 
Vitality +1
 
Enclosed. Bearer must be a bounty hunter.
 
While you can spot 3 companions bearing bounties, bearer is fierce.
 
If bearer is Boba, at the end of the maneuver phase, you may exert him to claim a bounty.
 
1R85
 
 
  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
 
 
  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
 
 
  Vibro-ax [Criminal]
 
Possession • Hand Weapon
 
Strength +2
 
Bearer must be a [Criminal] minion.
 
Each time bearer wins a skirmish, discard a possession borne by the losing character.
 
1C88 | 
 
Last edited by menace64 on Thu Dec 28, 2006 2:40 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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| Back to top | 
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| menace64 | 
 Posted: Thu Dec 28, 2006 4:03 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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IMPERIAL CULTURE
 
 
  •An Entire Legion of My Best Troops [Imperial]
 
Condition • Support Area
 
Toil 2. To play, spot an [Imperial] minion (or Palpatine).
 
Each time an [Imperial] minion wins a skirmish, you may add an [Imperial] token here.
 
Each [Imperial] minion is strength +1 for each [Imperial] token here over 3 (limit +3).
 
1U89
 
 
  Assault Rifle [Imperial]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be an [Imperial] minion. Bearer gains long range.
 
Bearer is strength +1 for each site you control.
 
1C90
 
 
  Black-squadron TIE [Imperial]
 
Possession • Ship
 
Enclosed. Bearer must be an [Imperial] minion.
 
For each [Imperial] ship and [Imperial] capital you can spot, bearer is strength +1.
 
1U91
 
 
  •Bombing Run [Imperial]
 
Condition • Site
 
To play, spot an [Imperial] minion bearing a ship. Plays on the current site.
 
At the end of each phase, the Light Side player must add   or exert a companion.
 
At the start of the regroup phase, spot an [Imperial] minion bearing a ship to take control of a site. Discard this condition.
 
1C92
 
 
  •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 gain lurker until the regroup phase.
 
1R93
 
 
  •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
 
 
  Completed on Schedule [Imperial]
 
Event • Dark Side or Skirmish
 
Exert an [Imperial] minion to reinforce an [Imperial] token twice.
 
1C95
 
 
  •The Death Star [Imperial]
 
Condition • Support Area
 
To play, spot 2 [Imperial] minions or 2 [Sith] minions.
 
This condition may not be discarded by Light Side cards.
 
Each time you play an [Imperial] or [Sith] minion, you may exert that minion to add an [Imperial] token here.
 
Regroup: Remove X [Imperial] tokens here to discard X conditions. Discard an [Imperial] minion or discard this condition.
 
1R96
 
 
  Dewback [Imperial] 
 
Possession • Mount 
 
Strength +1 
 
Bearer must be an [Imperial] minion. 
 
While at a desert site, bearer is strength +1 and may not take wounds. 
 
1C97
 
 
  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
 
 
  •Executor, Imperial Command Ship [Imperial]
 
Condition • Support Area
 
Capital. To play, spot 3 [Imperial] cards.
 
Each time you take control of a site, play an [Imperial] capital, or play an [Imperial] ship, add an [Imperial] token here.
 
Skirmish: Remove 2 [Imperial] tokens here to make a companion skirmishing your [Imperial] minion strength -1 for each site you control (limit once per skirmish).
 
1R99
 
 
  False Sense of Exposure [Imperial]
 
Event • Maneuver
 
Spot X threats to play X [Imperial] capitals from your draw deck. Remove all threats.
 
1C100
 
 
  Imperial Ace [Imperial]
 
Minion • Human
 
Strength-6
 
Vitality-2
 
Roaming-4
 
While piloting, this minion is strength +5 and fierce.
 
1U101
 
 
  Imperial Blaster [Imperial]
 
Possession • Ranged Weapon
 
Strength +2
 
Bearer must be an [Imperial] minion.
 
While you control 2 sites, bearer is damage +1.
 
1C102
 
 
  Imperial Gunner [Imperial]
 
Minion • Human
 
Strength-7
 
Vitality-2
 
Roaming-4
 
While bearing an [Imperial] ship or [Imperial] vehicle, this minion is strength +3 and damage +1.
 
1C103
 
 
  Imperial Malice [Imperial]
 
Condition • Support Area
 
To play, exert an [Imperial] minion.
 
At the start of each regroup phase, the Light Side player must exert a companion for each different race in the alliance over 2.
 
1R104
 
 
  Imperial Pilot [Imperial]
 
Minion • Human
 
Strength-7
 
Vitality-2
 
Roaming-4
 
While piloting, at the start of his skirmish, you may exert this minion to make an undestined companion lose all strength bonuses from possessions until the regroup phase.
 
1C105
 
 
  Imperial Sandtrooper [Imperial] 
 
Minion • Human 
 
Strength-9
 
Vitality-2
 
Roaming-4 
 
While you control a desert site, this minion is twilight cost -1 and damage +1. 
 
While at a desert site, this minion is strength +1. 
 
1C106
 
 
  Imperial Scout Trooper [Imperial] 
 
Minion • Human 
 
Strength-9 
 
Vitality-2
 
Roaming-4 
 
While you control a forest site, this minion is twilight cost -1 and damage +1.
 
While at a forest site, this minion is strength +1. 
 
1C107
 
 
  Imperial Scout Walker [Imperial]
 
Possession • Vehicle
 
Vitality +2
 
Enclosed. Bearer must be an [Imperial] minion.
 
Each time a companion dies, you may exert bearer twice to take control of a site.
 
1U108
 
 
  Imperial Snowtrooper [Imperial] 
 
Minion • Human 
 
Strength-9 
 
Vitality-2
 
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
 
 
  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
 
 
  Imperial Walker [Imperial]
 
Possession • Vehicle
 
Strength +3
 
Enclosed. Bearer must be an [Imperial] minion.
 
Bearer is fierce.
 
Each time bearer wins a skirmish, you may remove   to take control of a site.
 
1U111
 
 
  Ominous Display [Imperial] 
 
Event • Response 
 
If your [Imperial] minion just won a skirmish, discard a support area condition to take control of a site. 
 
1R112
 
 
  Overrun [Imperial] 
 
Event • Skirmish 
 
Make an [Imperial] minion strength +2 (or +3 if you can spot 3 other [Imperial] minions). 
 
1C113
 
 
  •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
 
 
  Propaganda [Imperial]
 
Event • Maneuver
 
Spot a [Rebel] companion (except the Apprentice) to exert a companion of another culture.
 
1U115
 
 
  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
 
 
  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
 
 
  •Stormtrooper Champion [Imperial]
 
Minion • Human
 
Strength-12
 
Vitality-3
 
Roaming-4
 
Damage +1.
 
Each time Stormtrooper Champion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
 
1R118
 
 
  Stormtrooper Marcher [Imperial]
 
Minion • Human
 
Strength-8
 
Vitality-2
 
Roaming-4
 
Skirmish: Exert another [Imperial] minion to make this minion strength +1.
 
1C119
 
 
  •Stormtrooper Platoon [Imperial]
 
Minion • Human
 
Strength-13
 
Vitality-3
 
Roaming-4
 
While bearing a weapon, Stormtrooper Platoon is fierce.
 
While you can spot 3 other [Imperial] minions, Stormtrooper Platoon is damage +1.
 
While you can spot 4 other [Imperial] minions, each time Stormtrooper Platoon wins a skirmish, you may take control of a site.
 
1U120
 
 
  Stormtrooper Raiding Party [Imperial]
 
Minion • Human
 
Strength-10
 
Vitality-3
 
Roaming-4
 
While you control a site, this minion is strength +2.
 
Each time this minion wins a skirmish, you may spot another [Imperial] minion to take control of a site.
 
1U121
 
 
  Stormtrooper Runner [Imperial]
 
Minion • Human
 
Strength-7
 
Vitality-2
 
Roaming-4
 
Each time this minion exerts, add  .
 
1C122
 
 
  •Subjugation [Imperial]
 
Condition • Site
 
Plays on a site you control.
 
Regroup: Remove   to stack your [Imperial] minion here.
 
Dark Side: Play an [Imperial] minion stacked here as if from hand; its twilight cost is -1.
 
1C123
 
 
  •Tarkin, Grand Moff [Imperial]
 
Minion • Human
 
Strength-5
 
Vitality-4
 
Roaming-4
 
Tarkin may not be assigned to a skirmish.
 
Each [Imperial] minion is strength +2 for each skirmish you have won at this site.
 
1R124
 
 
  TIE Bomber [Imperial]
 
Possession • Ship
 
Strength +1
 
Vitality +1
 
Enclosed. Bearer must be an [Imperial] minion.
 
Bearer may not take wounds during the maneuver phase.
 
Each time you take control of a site, you may make bearer fierce until the regroup phase or take 2 [Imperial] cards into hand from your discard pile.
 
1C125
 
 
  TIE Interceptor [Imperial]
 
Possession • Ship
 
Strength +1
 
Enclosed. Bearer must be an [Imperial] minion.
 
Assignment: Assign bearer to an undestined companion bearing a ship.
 
1C126
 
 
  •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 cannot play events during skirmishes involving [Imperial] minions.
 
While there are 4 [Imperial] tokens here, [Imperial] minions skirmishing unwounded companions are damage +1.
 
1R127
 
 
  Voices Suddenly Silenced [Imperial] 
 
Event • Response 
 
If you just took control of a site, exert an [Imperial] minion to wound an undestined companion twice. 
 
1C128 | 
 
Last edited by menace64 on Thu Dec 28, 2006 2:41 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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| Back to top | 
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| menace64 | 
 Posted: Thu Dec 28, 2006 4:04 am | 
 | 
 
 
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| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
JEDI CULTURE
 
 
  •Aayla, Twi’lek General [Jedi]
 
Companion • Twi’lek
 
Strength-9
 
Vitality-3
 
Resistance-6
 
Damage +1. Jedi. To play, spot a Jedi.
 
Each time another companion wins a skirmish, you may heal Aayla.
 
1U129
 
 
  Alter Perception [Jedi]
 
Event • Response
 
Force Power.
 
If an event is played during a skirmish involving your Jedi, exert him or her to cancel that event and return it to its owner’s hand.
 
1C130
 
 
  •Anakin, Bearer of Great Strength [Jedi]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Destined Resistance-6
 
Destined. Jedi.
 
While Anakin is the Apprentice, he is resistance +3 while you can spot Obi-Wan, and at the start of each of his skirmishes, add 2 burdens.
 
Skirmish: Exert Anakin twice to make him strength +5 (limit once per skirmish).
 
1R131
 
 
  •Anakin, Headstrong [Jedi]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-6
 
Destined. Jedi. While you can spot Obi-Wan, Anakin’s twilight cost is -1.
 
At the start of Anakin’s skirmish, make him damage +1 for each minion he is assigned to until the regroup phase.
 
1P132
 
 
  •Anakin’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a Jedi.
 
If bearer is Anakin, he is a duelist.
 
1R133
 
 
  •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
 
 
  •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
 
 
  Be Mindful of Your Future [Jedi]
 
Event • Alliance
 
Exert your Jedi to reveal the top 4 cards of your draw deck. You may take a revealed Light Side card into hand. Replace the other cards in any order.
 
1C136
 
 
  •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
 
 
  •Gimer Stick [Jedi]
 
Possession • Staff
 
Resistance +1
 
Bearer must be a Jedi.
 
If bearer is Yoda, at the end of each turn in which he did not take a wound, you may remove a training token.
 
1U138
 
 
  Help Me Obi-Wan Kenobi [Jedi]
 
Condition • Support Area
 
To play, add a threat.
 
Each time the alliance moves, if you cannot spot a Jedi, add a threat.
 
Response: If you play a [Jedi] Jedi, discard this condition to heal a companion of another culture twice (or heal two companions of other cultures once).
 
1U139
 
 
  Jedi Knight [Jedi]
 
Companion • Saurin
 
Strength-6
 
Vitality-3
 
Resistance-6
 
Jedi. While you can spot a Jedi, this companion’s twilight cost is -1.
 
1C140
 
 
  Jedi Mind Trick [Jedi]
 
Event • Maneuver
 
Force Power.
 
Exert your Jedi to remove the game text from a minion with strength less than 9 until the regroup phase.
 
1U141
 
 
  Jedi Robes [Jedi]
 
Possession • Cloak
 
Resistance +1
 
Bearer must be a Jedi.
 
Skirmish: If bearer is skirmishing a duelist, discard this possession to make bearer a duelist until the end of the skirmish.
 
1C142
 
 
  Jedi Starfighter [Jedi]
 
Possession • Ship
 
Strength +1
 
Resistance +1
 
Enclosed. Bearer must be a Jedi.
 
1C143
 
 
  •Jedi Youngling [Jedi]
 
Follower
 
Strength +1
 
Resistance +1
 
Aid -  . To play, spot a Jedi.
 
Bearer is strength +1 for each training token you spot.
 
Response: If bearer wins a skirmish, discard this follower to remove a training token.
 
1R144
 
 
  Knight’s Training [Jedi]
 
Condition
 
Training 2. To play, spot a Jedi. Bearer must be a non-Jedi companion.
 
When this training is complete, bearer gains Jedi and is resistance +1.
 
1U145
 
 
  Lightsaber Deflect [Jedi]
 
Event • Response
 
Force Power.
 
If a companion is about to take a wound, spot your Jedi bearing a lightsaber to prevent that.
 
1C146
 
 
  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
 
 
  •Mace, Senior Council Member [Jedi]
 
Companion • Human
 
Strength-8
 
Vitality-4
 
Resistance-6
 
Jedi.
 
Each time Mace is assigned to a skirmish, you may look at the top 3 cards of your draw deck and replace them in any order.
 
1U148
 
 
  •Mace, Vaapad-master [Jedi]
 
Companion • Human
 
Strength-9
 
Vitality-4
 
Resistance-5
 
Duelist. Jedi. 
 
While bearing a lightsaber, each time Mace would take a wound (except during a skirmish), you may prevent that.
 
Skirmish: Exert Mace X times to make him strength +X.
 
1R149
 
 
  •Mace’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be Mace.
 
He is damage +1.
 
Skirmish: Exert Mace twice to exhaust a minion he is skirmishing.
 
1R150
 
 
  •Obi-Wan, The Enforcer [Jedi]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-7
 
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
 
Each time Obi-Wan is assigned to skirmish a minion of less strength, he is damage +1 until the regroup phase.
 
1C151
 
 
  •Obi-Wan, Wizened Wizard [Jedi]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-7
 
Destined. Jedi. While in your starting alliance, Obi-Wan’s twilight cost is -1.
 
If Luke is the Apprentice, each time Obi-Wan is assigned to a skirmish, remove 2 burdens.
 
Alliance: If Luke is being trained, exert Obi-Wan to heal him.
 
1R152
 
 
  •Obi-Wan’s Lightsaber [Jedi]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a Jedi.
 
Bearer is damage +1.
 
If bearer is Obi-Wan, he is a duelist, and at the start of each of his skirmishes, each minion skirmishing him must exert.
 
1R153
 
 
  •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
 
 
  •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
 
 
  •Qui-Gon, Unorthodox Teacher [Jedi]
 
Companion • Human
 
Strength-9
 
Vitality-3
 
Resistance-8
 
Duelist. Jedi.
 
At the start of each of your turns, you may exert Qui-Gon to remove a training token.
 
Regroup: Spot X training conditions and exert Qui-Gon to take X [Jedi] events into hand from your discard pile.
 
1R156
 
 
  •Refuge [Jedi]
 
Condition • Support Area
 
When you play this condition, spot a Jedi to add 2 [Jedi] tokens here.
 
Alliance: Spot a Jedi and remove a [Jedi] token here (or discard this condition) to heal a companion.
 
1U157
 
 
  Return of the Jedi [Jedi]
 
Event • Response
 
If you just played a Jedi, play up to 2 [Jedi] possessions on him or her from your discard pile.
 
1R158
 
 
  Shatterpoint [Jedi]
 
Condition
 
Bearer must be a Jedi. Limit 1 per bearer.
 
Each time bearer wins a skirmish, you may discard the top card of your draw deck. If that card is a Light Side card, exert bearer. If that card is a Dark Side card, wound a minion twice.
 
1R159
 
 
  •Shmi, Mother of the Chosen One [Jedi]
 
Companion • Human
 
Strength-3
 
Vitality-3
 
Resistance-8
 
Anakin is resistance +1.
 
When Shmi is killed, you may play 2 [Jedi] cards (except companions) from your draw deck or discard pile.
 
1C160
 
 
  Skywalker’s Training [Jedi]
 
Condition
 
Resistance +1
 
Training 3. To play, spot a Jedi. Bearer must be Anakin, Luke, or Leia.
 
When this training is complete, bearer gains Jedi, is [b]damage +1 while bearing a lightsaber, and each time he or she wins a skirmish, you may remove a burden.
 
1R161
 
 
  •Trust [Jedi]
 
Condition • Support Area
 
While you can spot a Jedi with resistance 7 or more, each companion is resistance +1.
 
Skirmish: Spot a Jedi with resistance 7 or more to make another companion strength +3. Discard this condition.
 
1U162
 
 
  Use the Force [Jedi]
 
Event • Skirmish
 
Force Power.
 
Exert your Jedi. Make a minion he or she is skirmishing strength -3; or reveal the top 4 cards of your draw deck and take a revealed [Jedi] card into hand; or take a [Jedi] force power into hand from your discard pile; or heal an undestined companion twice.
 
1U163
 
 
  •Well-trained Knight [Jedi]
 
Follower
 
Strength +1
 
Aid -  . To play, spot a Jedi.
 
Response: If bearer would take a wound, return this follower to your support area to prevent that.
 
1C164
 
 
  •Yoda, Exiled Master [Jedi]
 
Companion
 
Strength-6
 
Vitality-4
 
Resistance-9
 
Jedi. 
 
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, 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
 
 
  •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 | 
 
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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| Back to top | 
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| menace64 | 
 Posted: Thu Dec 28, 2006 4:04 am | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
REBEL CULTURE
 
 
  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 alliance.
 
1U168
 
 
  •Ackbar, Admiral of the Alliance [Rebel]
 
Companion • Mon Calamari
 
Strength-6
 
Vitality-3
 
Resistance-7
 
While you can spot a [Rebel] capital, each [Rebel] companion is resistance +1.
 
At the start of the regroup phase, you may exert Ackbar to make a Dark Side player remove X tokens from his or her capitals, where X is the number of [Rebel] capitals you can spot.
 
1R169
 
 
  Antilles Maneuver [Rebel]
 
Event • Skirmish
 
Exert a [Rebel] companion bearing a ship to make a minion he or she is skirmishing strength -3.
 
1C170
 
 
  •Artoo, Quirky Astromech [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Resistance-8
 
Droid. To play, spot a [Rebel] companion.
 
Each time a [Rebel] possession would be discarded, you may add   to prevent that.
 
1C171
 
 
  •Artoo, A Slight Flutter [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Droid. To play, spot a [Rebel] companion.
 
Each time Artoo takes a wound, you may take the top card of your discard pile into hand.
 
Regroup: Wound Artoo twice to play the alliance’s next site.
 
1R172
 
 
  •The Battle of Endor [Rebel]
 
Condition • Support Area
 
To play, spot 3 [Rebel] companions.
 
Each time you transfer an ewok follower to a [Rebel] companion, you may add a [Rebel] token here.
 
Skirmish: Remove 2 [Rebel] tokens here to make a minion skirmishing your [Rebel] companion strength -2. Transfer an ewok follower from your companion to your support area or discard this condition.
 
1R173
 
 
  •Chirpa, Chieftain [Rebel]
 
Follower
 
Ewok. Aid -  .
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
Skirmish: Exert bearer to make a companion bearing an ewok strength +1 for each ewok follower borne by a companion you can spot (limit +3).
 
1R174
 
 
  •Crix, Defector [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-7
 
Each time Crix wins a skirmish, spot a minion to draw 2 cards.
 
At the start of the regroup phase, if you can spot 3 [Imperial] cards, heal a [Rebel] companion twice.
 
1U175
 
 
  •Dodonna, Rebel Tactician [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-8
 
Skirmish: Exert Dodonna to make a [Rebel] companion strength +2 (or make a minion skirmishing an undestined companion strength -1).
 
1U176
 
 
  Ewok Assault [Rebel]
 
Event • Skirmish
 
Make a [Rebel] companion strength +2 (and damage +2 if bearing an ewok follower).
 
1C177
 
 
  Ewok Resourcefulness [Rebel]
 
Event • Skirmish
 
Transfer an ewok follower from your companion to your support area to draw a card or heal a [Rebel] companion.
 
1C178
 
 
  Ewok Spearman [Rebel]
 
Follower
 
Strength +1
 
Ewok. Aid - Add a burden.
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
Skirmish: Transfer this follower to your support area to exert a minion skirmishing bearer.
 
1C179
 
 
  Exchange of Fire [Rebel]
 
Event • Skirmish
 
Make a [Rebel] companion strength +1 for each ranged weapon you can spot.
 
1C180
 
 
  Hardy Tauntaun [Rebel]
 
Possession • Mount
 
Strength +1
 
Resistance +1
 
Bearer must be a [Rebel] companion (except a droid).
 
While at a tundra site, bearer cannot take wounds.
 
1C181
 
 
  Hero of a Thousand Devices [Rebel]
 
Condition
 
Strength +1
 
Bearer must be Artoo.
 
While you can spot an exhausted companion, Artoo is strength +1.
 
1U182
 
 
  •Home One [Rebel]
 
Condition • Support Area
 
Capital. To play, exert a [Rebel] companion (or spot Ackbar).
 
When you play this condition, add a [Rebel] token here for each [Rebel] ship and [Rebel] capital you spot.
 
Skirmish: Remove a [Rebel] token here and add a threat to remove 2 culture tokens from a Dark Side condition.
 
1R183
 
 
  I Am a Jedi [Rebel]
 
Event • Skirmish
 
If Luke is a Jedi, exert him to wound a minion he is skirmishing.
 
1R184
 
 
  •Leia, Bearer of Potential [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Destined Resistance-7
 
Destined.
 
While bearing a Dark Side condition, Leia is resistance -2.
 
At the start of the regroup phase, if Leia is the Apprentice and she won a skirmish at this site, you may exert her to discard a condition.
 
1R185
 
 
  •Leia, Daughter of Skywalker [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-7
 
Destined.
 
Each time Leia is assigned to skirmish a [Sith] minion, you may remove a burden.
 
1C186
 
 
  •Logray, Shaman [Rebel]
 
Follower
 
Resistance +1
 
Ewok. Aid -  .
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
Response: If you play an event during bearer’s skirmish, transfer this follower to your support area to heal bearer.
 
1U187
 
 
  •Luke, Bearer of a Legacy [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Destined Resistance-10
 
Destined.
 
Luke is resistance +1 for each [Jedi] condition he bears.
 
If Luke is the Apprentice, each time he is assigned to a skirmish, add a burden and a threat.
 
1R188
 
 
  •Luke, Son of Skywalker [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-10
 
Apprentice. Destined.
 
While bearing a lightsaber, Luke is a duelist.
 
Once per turn, if a Dark Side player plays a [Sith] minion, he or she may exert that minion to add a burden.
 
1C189
 
 
  •Luke’s Cloak [Rebel]
 
Possession • Cloak
 
Bearer must be Luke.
 
Each time the alliance moves, spot a forest in the current region to play a [Rebel] follower from your draw deck.
 
1U190
 
 
  •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
 
 
  •Kazak, Elder [Rebel]
 
Follower
 
Ewok. Aid -  .
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
While you can spot 2 other ewok followers, bearer may not take wounds.
 
1C192
 
 
  •Paploo, Extremist [Rebel]
 
Follower
 
Ewok. Aid - Add a threat.
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
Bearer is strength +1 for each threat you spot (limit +4).
 
1R193
 
 
  Rebel Blaster [Rebel]
 
Possession • Ranged Weapon
 
Strength +2
 
Bearer must be a [Rebel] companion (except a droid).
 
While you can spot a minion with higher strength than bearer’s, bearer gains long range.
 
1C194
 
 
  Rebel Loyalist [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-6
 
At the start of each alliance phase, you may add a threat to play a [Rebel] ship from your discard pile.
 
1C195
 
 
  Rebel X-wing [Rebel]
 
Possession • Ship
 
Enclosed. Bearer must be a [Rebel] companion.
 
Bearer is strength +1 for each [Rebel] ship you can spot.
 
1C196
 
 
  Rebel Y-wing [Rebel]
 
Possession • Ship
 
Vitality +1
 
Enclosed. Bearer must be a [Rebel] companion.
 
Response: If bearer is about to take a wound in a skirmish, discard 3 [Rebel] cards from hand to prevent that.
 
1C197
 
 
  Rendezvous Point [Rebel]
 
Event • Regroup
 
Toil 3.
 
Exert your [Rebel] companion to remove 3 threats.
 
1R198
 
 
  Rogue Squadron Pilot [Rebel]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-7
 
While piloting, this companion is damage +1.
 
1C199
 
 
  Targeting Computer [Rebel]
 
Condition • Support Area
 
Assignment: Transfer this condition from your support area to a piloting [Rebel] companion. Limit 1 per bearer.
 
While piloting, bearer is strength -1, damage +1, and gains:
 
“Skirmish: Discard 2 [Rebel] cards from hand to exert a minion this companion is skirmishing.”
 
1U200
 
 
  Threat to the Empire [Rebel]
 
Condition • Support Area
 
Each time an [Imperial] minion is played, you may exert a [Rebel] companion to remove a threat.
 
Response: If a [Rebel] companion wins a skirmish, exert him or her to exert a minion not assigned to a skirmish.
 
1U201
 
 
  •Threepio, The Golden One [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Droid. To play, spot a [Rebel] companion.
 
Each time you transfer an ewok follower to a companion, you may draw 2 cards, then discard 2 cards from hand.
 
1R202
 
 
  •Threepio, Protocol Droid [Rebel]
 
Companion • Droid
 
Strength-3
 
Vitality-4
 
Droid. To play, spot a [Rebel] companion.
 
Each time you play a companion, you may wound Threepio to make that companion resistance -1 and strength +1 until the regroup phase.
 
1C203
 
 
  •Trench Warfare [Rebel]
 
Condition • Support Area
 
Each time the alliance moves, add a [Rebel] token here.
 
Skirmish: Remove 3 [Rebel] tokens here to make a minion skirmishing a [Rebel] companion strength -2. If that companion wins the skirmish, liberate a site.
 
1U204
 
 
  Warrior’s Courage [Rebel]
 
Event • Skirmish
 
Make a [Rebel] companion strength +2 (or +3 if you can spot 2 threats).
 
1C205
 
 
  •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
 
 
  •Wedge, Rogue Squadron Leader [Rebel]
 
Companion • Human
 
Strength-7
 
Vitality-3
 
Resistance-8
 
While piloting, Wedge may not be the target of Dark Side cards and he may not take wounds.
 
Skirmish: If piloting, exert Wedge to cancel the game text of a minion he is skirmishing.
 
1R207
 
 
  •Wicket, Befriended [Rebel]
 
Follower
 
Strength +1
 
Resistance +1
 
Ewok. Aid -  .
 
Each time you transfer this follower to a companion, except a [Rebel] companion, discard a possession he or she bears.
 
When you transfer this follower to a [Rebel] companion, you may take an ewok follower into hand from your draw deck or discard pile.
 
1R208 | 
 
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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| Back to top | 
 | 
 
| menace64 | 
 Posted: Thu Dec 28, 2006 4:05 am | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
REPUBLIC CULTURE
 
 
  •Amidala’s Blaster [Republic]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a [Republic] companion (except a droid).
 
Each time bearer replaces a companion in a skirmish, you may wound a minion (except one assigned to the Apprentice).
 
Regroup: If bearer is Padme, exert her to reveal 4 cards at random from a Dark Side player’s hand. That player discards a revealed Dark Side card.
 
1R209
 
 
  •An Army of One [Republic]
 
Condition • Support Area
 
Each time a [Republic] Clone wins a skirmish, you may add a [Republic] token here.
 
Skirmish: Add a burden and remove X [Republic] tokens here to make a [Republic] Clone strength +X.
 
1R210
 
 
  Attack of the Clones [Republic]
 
Event • Skirmish
 
Make a [Republic] Clone strength +2 (or +3 and damage +1 if that Clone is unwounded).
 
1U211
 
 
  •Bly, Clone Commander [Republic]
 
Companion • Clone
 
Strength-7
 
Vitality-3
 
Resistance-6
 
While in your starting alliance, Bly’s twilight cost is -1.
 
Skirmish: Exert Bly and spot another [Republic] Clone assigned to a skirmish. During that Clone’s skirmish, no Dark Side player may play skirmish events.
 
1C212
 
 
  Clever Gamble [Republic]
 
Event • Skirmish
 
Make a [Republic] companion strength +2 (or +4 if that companion replaced another companion in a skirmish at this site).
 
1C213
 
 
  Clone Soldier [Republic]
 
Companion • Clone
 
Strength-6
 
Vitality-3
 
Resistance-5
 
While you can spot a [Republic] Clone, this companion is twilight cost -1.
 
Each time the alliance moves, if this companion has more than 1 wound, add  .
 
1C214
 
 
  •Cody, Clone Commander [Republic]
 
Companion • Clone
 
Strength-7
 
Vitality-3
 
Resistance-6
 
While in your starting alliance, Cody’s twilight cost is -1.
 
At the start of each [Republic] Clone’s skirmish, you may exert Cody to make that Clone strength +2.
 
1C215
 
 
  •Credits for Corruption [Republic]
 
Condition • Support Area
 
Each time a Dark Side token is added to a condition, add a [Republic] token here.
 
Response: If a Dark Side event is played, remove 2 [Republic] tokens here or discard this condition to prevent that.
 
1R216
 
 
  Diversionary Tactics [Republic]
 
Condition • Support Area
 
Skirmish: Exert a [Republic] Human to make a Gungan strength +2, or exert a Gungan to make a [Republic] Human strength +2.
 
Regroup: Spot a Gungan and discard this condition to heal a [Republic] Human.
 
1U217
 
 
  Electropike [Republic]
 
Possession • Hand Weapon
 
Strength +2
 
Bearer must be a Gungan.
 
While bearer is skirmishing a droid, bearer is damage +1.
 
1C218
 
 
  Energy Boomba [Republic]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a Gungan.
 
Crossfire: Discard this possession to make a Dark Side player wound a droid twice (you may add   to wound a droid twice instead).
 
1C219
 
 
  Fambaa Shield Dome [Republic]
 
Condition • Support Area
 
To play, spot a Gungan.
 
Response: Add X [Republic] tokens here, where X is the minion crossfire total (limit once per crossfire phase).
 
Skirmish: If a Gungan is about to take a wound, remove a [Republic] token here to prevent that. Add   or discard this condition.
 
1U220
 
 
  •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
 
 
  Gungan Energy Shield [Republic]
 
Possession • Shield
 
Bearer must be a Gungan.
 
The minion crossfire total is -1.
 
Response: If bearer is about to take a wound, discard this possession to prevent that.
 
1C222
 
 
  Gungan Infantry [Republic]
 
Companion • Gungan
 
Strength-6
 
Vitality-3
 
Resistance-6
 
While bearing a shield possession, this companion may take only 1 wound per skirmish.
 
1C223
 
 
  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
 
 
  •Jar Jar, Bombad General [Republic]
 
Companion • Gungan
 
Strength-5
 
Vitality-3
 
Resistance-6
 
Each time the alliance moves, add   or discard a possession.
 
At the start of each of Jar Jar’s skirmishes, spot X possessions borne by him to discard X cards borne by minions he is skirmishing.
 
1R225
 
 
  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
 
 
  Naboo Blaster [Republic]
 
Possession • Ranged Weapon
 
Strength +1
 
Bearer must be a [Republic] companion (except a droid).
 
Crossfire: Exert bearer to give bearer long range until the regroup phase.
 
1C227
 
 
  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
 
 
  •Nass, Boss of Otoh Gunga [Republic]
 
Companion • Gungan
 
Strength-7
 
Vitality-4
 
Resistance-7
 
While you can spot 2 Gungans, Nass’s twilight cost is -2.
 
Skirmish: Exert Nass to make a Gungan strength +1 for each possession that Gungan bears (limit once per skirmish).
 
1U229
 
 
  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 bonuses or fierce until the regroup phase.
 
1U232
 
 
  Noble Sacrifice [Republic]
 
Event • Skirmish
 
Exert a [Republic] companion to have him or her replace another companion (except the Apprentice) in a skirmish. At the end of that skirmish, discard each minion involved and wound the [Republic] companion 3 times.
 
1R233
 
 
  •Padme, Courageous Leader [Republic]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-8
 
Each companion that replaces Padme in a skirmish is strength +3.
 
1P234
 
 
  •Padme, Royal Senator [Republic]
 
Companion • Human
 
Strength-6
 
Vitality-3
 
Resistance-8
 
Each other companion is resistance +1.
 
1C235
 
 
  •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 
 
 
  Raised for War [Republic]
 
Condition • Support Area
 
Skirmish: Discard this condition to make a [Republic] Clone strength +1 for each of the following that is true: He is at a battleground site; he is bearing a weapon; he has strength 8 or more; you can spot 2 other companions assigned to skirmishes. 
 
1C238
 
 
  Republic Concussion Grenade [Republic]
 
Possession • Hand Weapon
 
Bearer must be a [Republic] Clone.
 
Skirmish: Exert bearer and discard this possession to wound each minion skirmishing bearer twice.
 
1R239
 
 
  Republic Rifle [Republic]
 
Possession • Ranged Weapon
 
Strength +2
 
Bearer must be a [Republic] companion (except a droid).
 
1C240
 
 
  •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
 
 
  •Sabe, Queen’s Handmaiden [Republic]
 
Companion • Human
 
Strength-5
 
Vitality-3
 
Resistance-7
 
If Sabe replaces a companion in a skirmish, she cannot take wounds during that skirmish.
 
Skirmish: Discard 2 [Republic] cards from hand (or remove 2 [Republic] tokens) to have Sabe replace a [Republic] companion in a skirmish (limit once per site).
 
1R242
 
 
  Support in the Senate [Republic]
 
Event • Alliance
 
Spot a [Republic] companion and a companion of another race to remove a threat.
 
1C243
 
 
  •Tarpals, Gungan Warrior [Republic]
 
Companion • Gungan
 
Strength-7
 
Vitality-3
 
Resistance-6
 
While you can spot a Gungan, Tarpals’ twilight cost is -1.
 
While bearing a possession, Tarpals is strength +1.
 
While skirmishing a droid, Tarpals is damage +1.
 
1C244
 
 
  •Tarpals, Hardened Leader [Republic]
 
Companion • Gungan
 
Strength-7
 
Vitality-3
 
Resistance-6
 
While you can spot a Gungan, Tarpals’ twilight cost is -1.
 
Skirmish: Exert Tarpals to make him damage +X, where X is the number of other Gungans you can spot.
 
1R245
 
 
  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 | 
 
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? | 
 
 
 | 
 
 
| Back to top | 
 | 
 
| menace64 | 
 Posted: Thu Dec 28, 2006 4:05 am | 
 | 
 
 
 | 
 
 
| 
Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
 | 
SITH CULTURE
 
 
  •Asajj, Sith Assassin [Sith]
 
Minion • Rattataki
 
Strength-11
 
Vitality-3
 
Roaming-5
 
Fierce.
 
At the end of Asajj’s fierce skirmish, if you can spot another [Sith] minion, exert Asajj to kill the companion she is skirmishing.
 
1C249
 
 
  The Chosen One [Sith] 
 
Condition 
 
Resistance -1 
 
Bearer must be a companion bearing a training condition. 
 
At the start of each of the Light Side player’s turns, you may spot another [Sith] card to make the Light Side player wound a companion. 
 
When bearer’s training is complete, discard this to reveal your hand. If you reveal 5 or more [Sith] cards, bearer is killed. 
 
1R250
 
 
  The Circle is Now Complete [Sith]
 
Condition • Companion
 
Resistance -1
 
To play, spot a [Sith] minion. Bearer must be a Jedi (except the Apprentice).
 
When you play this condition, spot a [Sith] minion. Each time that minion is assigned to skirmish bearer, add  . The Light Side player may add a burden to prevent that.
 
1U251
 
 
  Cloak of the Sith [Sith]
 
Possession • Cloak
 
Bearer must be a [Sith] minion.
 
While you can spot 4 burdens, bearer may not take wounds.
 
Skirmish: Discard this possession to make bearer a duelist until the regroup phase.
 
1R252
 
 
  •The Count’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a [Sith] minion.
 
If bearer is Dooku, he is fierce.
 
Response: If bearer is Dooku and he wins a skirmish, exert him to add a threat.
 
1R253
 
 
  Dark Revelation [Sith]
 
Event • Response
 
If a burden is added, spot your [Sith] minion to add a burden.
 
"’No, Luke. I am your father.’"
 
1U254
 
 
  Disarmed [Sith]
 
Event • Response
 
If your [Sith] minion bearing a lightsaber wins a skirmish, discard all possessions and artifacts borne by the losing companion.
 
1R255
 
 
  •Do What Must be Done [Sith]
 
Condition • Support Area
 
To play, spot a [Sith] minion.
 
Each time a [Sith] minion wins a skirmish, spot a card in the dead pile to make the Light Side player add a burden or wound the Apprentice.
 
At the start of the regroup phase, discard this condition.
 
1R256
 
 
  •Dooku, Renegade Jedi [Sith]
 
Minion • Human
 
Strength-11
 
Vitality-3
 
Roaming-5
 
Duelist.
 
Each time Dooku wins a skirmish, you may exert another [Sith] minion to add a burden.
 
1U257
 
 
  •Ebbing [Sith]
 
Condition • Support Area
 
To play, spot a [Sith] minion.
 
Each time a [Sith] minion wins a skirmish, exert the losing companion.
 
At the start of the regroup phase, discard this condition.
 
1R258
 
 
  •Executor, Vader’s Flagship [Sith]
 
Condition • Support Area
 
Capital. To play, spot a [Sith] minion.
 
Dark Side: Remove   and play a [Sith] minion to add a [Sith] token here.
 
Response: If a threat is added, remove 2 [Sith] tokens here to add another threat.
 
1R259
 
 
  Force Choke [Sith]
 
Event • Skirmish
 
Force Power.
 
Exert your [Sith] minion to exert a companion he or she is skirmishing.
 
1C260
 
 
  Force Flurry [Sith]
 
Event • Skirmish
 
Force Power.
 
Make your [Sith] minion strength +2 (and damage +1 if bearing a lightsaber).
 
1U261
 
 
  Force Lightning [Sith]
 
Event • Assignment
 
Force Power.
 
Exert your [Sith] minion to exhaust a companion (except the Apprentice).
 
1R262
 
 
  Force of Will [Sith]
 
Condition
 
Toil 1. Bearer must be a [Sith] minion. Limit 1 per bearer.
 
While bearer is exhausted, it is enduring.
 
1C263
 
 
  Fulfilling His Destiny [Sith]
 
Event • Response
 
If a companion wins a skirmish, exert a [Sith] minion to add a burden.
 
1U264
 
 
  The Great Purge [Sith]
 
Event • Regroup
 
Exert your [Sith] minion to add a threat for each card in the dead pile.
 
1R265
 
 
  Hand of the Emperor [Sith]
 
Minion • Human
 
Strength-10
 
Vitality-3
 
Roaming-5
 
Fierce.
 
When you play this minion, you may play a [Sith] minion from your discard pile.
 
1U266
 
 
  I Hate You! [Sith]
 
Condition • Support Area
 
Skirmish: Discard this condition to make a [Sith] minion strength +1 for each of the following that is true: he or she is at a battleground site; he or she is skirmishing a duelist; he or she is bearing a lightsaber; he or she is wounded.
 
1C267
 
 
  Lightsaber Throw [Sith]
 
Event • Crossfire
 
Force Power.
 
Spot your [Sith] minion bearing a lightsaber to make the minion crossfire total +1.
 
1U268
 
 
  Lightsaber Thrust [Sith]
 
Event • Skirmish
 
Force Power.
 
Remove a threat to make your [Sith] minion strength +3. If you can still spot 3 threats, you may take this event into your hand.
 
1U269
 
 
  Limitless Power! [Sith]
 
Event • Dark Side
 
Toil 2.
 
Exert a [Sith] minion to discard the top 5 cards of your draw deck. The Light Side player must wound a companion for each [Sith] card discarded.
 
1R270
 
 
  •Mara, Agent of the Emperor [Sith]
 
Minion • Human
 
Strength-11
 
Vitality-3
 
Roaming-5
 
While you can spot Palpatine, Mara is damage +1.
 
Response: If a [Sith] minion is about to take a wound, exert Mara to prevent that.
 
1R271
 
 
  Master and Apprentice [Sith]
 
Condition • Support Area
 
To play, spot a [Sith] minion.
 
Dark Side: Exert your [Sith] minion and discard this condition to take a [Sith] minion into hand from your discard pile.
 
1U272
 
 
  •Master of the Dark Arts [Sith]
 
Condition • Support Area
 
Each time you play a [Sith] force power, you may add a [Sith] token here.
 
Regroup: Remove 4 [Sith] tokens here and spot a [Sith] minion to add a burden. 
 
1U273
 
 
  •Maul, Dark Warrior [Sith]
 
Minion • Zabrak
 
Strenth-14
 
Vitality-4
 
Roaming-5
 
Duelist. Fierce.
 
Each time you play a force power, Maul is strength +1 until the regroup phase.
 
Skirmish: Exert Maul twice to take a [Sith] event into hand from your discard pile.
 
1R274
 
 
  •Maul’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +2
 
Lightsaber. Bearer must be a [Sith] minion.
 
If bearer is Maul, he is damage +1.
 
Skirmish: If bearer is Maul, exert him to discard a possession borne by a companion he is skirmishing.
 
1R275
 
 
  Overwhelmed [Sith]
 
Event • Skirmish
 
Exert a [Sith] minion bearing a lightsaber twice to make him or her strength +X, where X is the strength of the companion he or she is skirmishing.
 
1R276
 
 
  •Palpatine, Galactic Emperor [Sith]
 
Minion • Human
 
Strength-15
 
Vitality-4
 
Roaming-5
 
Damage +1.
 
If you can spot another minion, Palpatine may not be assigned to a skirmish.
 
Skirmish: Exert Palpatine to make an [Imperial] minion strength +2.
 
Response: If a [Sith] minion wins a skirmish, exert Palpatine twice to add a burden.
 
1R277
 
 
  •The Phantom Menace [Sith]
 
Condition • Support Area
 
Bearer gains lurker. While you cannot spot any other minions, bearer is damage +1.
 
Dark Side: Transfer this condition to your [Sith] minion. 
 
1U278
 
 
  Poisonous Words [Sith]
 
Event • Dark Side
 
Toil 2.
 
Exert your [Sith] minion to add a training token to a training condition. If the companion being trained is the Apprentice, you may also discard 2 [Sith] cards from hand to add a burden. 
 
1R279
 
 
  •Revenge of the Sith [Sith]
 
Condition • Support Area
 
To play, spot a [Sith] minion.
 
Dark Side: Play a [Sith] minion and remove   to add a [Sith] token here.
 
Response: If a companion dies, spot a [Sith] minion and remove X [Sith] tokens here to make the Light Side player exert companions X times or add X burdens. Discard this condition.
 
1R280
 
 
  Risen [Sith]
 
Event • Dark Side
 
Exert a [Sith] minion X times to play a [Sith] minion from your discard pile; its twilight cost is –X.
 
1R281
 
 
  Sidious’ Edict [Sith]
 
Condition • Support Area
 
Maneuver: Spot Palpatine or exert 2 minions to transfer this condition to a companion. While skirmishing an [Imperial] or [Sith] minion, bearer loses all damage bonuses.
 
1C282
 
 
  Uncontrollable Fury [Sith]
 
Event • Skirmish
 
Exert your [Sith] minion twice to make him or her damage +1.
 
1C283
 
 
  Under the Veil [Sith]
 
Event • Skirmish
 
Make a [Sith] minion strength +2 (or +4 if you can spot a companion with resistance 4 or less).
 
1U284
 
 
  Vader, Sworn to Darkness [Sith]
 
Minion • Human
 
Strength-16
 
Vitality-4
 
Roaming-5
 
Damage +1. Fierce. While you can spot 3 burdens, Vader is twilight cost -2.
 
At the start of Vader’s skirmish, he is strength +1 for each wound on the companion he is skirmishing.
 
1R285
 
 
  Vader’s Anger [Sith]
 
Event • Skirmish
 
Exert a [Sith] minion to make a companion he or she is skirmishing strength -3. If that minion is Vader, exert a companion.
 
1U286
 
 
  •Vader’s Lightsaber [Sith]
 
Artifact • Hand Weapon
 
Strength +3
 
Lightsaber. Bearer must be Vader.
 
He is a duelist.
 
Response: If Vader is about to take a wound, discard 3 [Sith] cards from hand to prevent that and make the Light Side player wound a companion.
 
1R287
 
 
  You Are Beaten [Sith]
 
Event • Response
 
If your [Sith] minion wins a skirmish, add a threat (and a burden if the losing companion is destined).
 
1R288 | 
 
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: Thu Dec 28, 2006 4:07 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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YUUZHAN VONG CULTURE
 
 
  •Absent in the Force [Yuuzhan Vong]
 
Condition • Support Area
 
To play, spot a Yuuzhan Vong.
 
While you can spot a Yuuzhan Vong, force powers may not be played and Yuuzhan Vong may not be the target of force powers.
 
Discard this condition at the end of the turn.
 
1R289
 
 
  Amphistaff [Yuuzhan Vong]
 
Possession • Hand Weapon
 
Bearer must be a Yuuzhan Vong.
 
At the start of the maneuver phase, until the regroup phase, you may make the minion crossfire total +1 or make bearer strength +2.
 
1C290
 
 
  Carr Agent [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-6
 
Vitality-3
 
Roaming-6
 
Lurker.
 
At the start of the maneuver phase, if you can spot 3 [Yuuzhan Vong] lurkers (or an exhausted companion), you may make this minion strength +4 and damage +1 until the regroup phase.
 
1C291
 
 
  Carr Infiltrator [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-10
 
Vitality-3
 
Roaming-6
 
Lurker.
 
While this minion is a lurker, it may not take wounds.
 
Assignment: Make this minion lose lurker until the regroup phase to exert a companion.
 
1R292
 
 
  Carr Saboteur [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-6
 
Vitality-3
 
Roaming-6
 
Lurker.
 
While this minion is a lurker, threats may not be removed by the Light Side player.
 
Regroup: Remove 2 threats to discard a Light Side possession.
 
1U293
 
 
  Carr Spotter [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-6
 
Vitality-3
 
Roaming-6
 
Lurker.
 
While this minion is a lurker, it gains:
 
"Skirmish: Discard this minion to make another [Yuuzhan Vong] minion strength +4."
 
1C294
 
 
  •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 
 
 
  Coralskipper [Yuuzhan Vong]
 
Possession • Ship
 
Strength +2
 
Enclosed. Bearer must be a Yuuzhan Vong.
 
At the beginning of each phase, you may remove   to prevent all wounds to bearer until the end of that phase.
 
1U296
 
 
  Do-ro’ik Vong Pratte! [Yuuzhan Vong]
 
Event • Assignment
 
Assign your [Yuuzhan Vong] minion bearing a hand weapon to skirmish an undestined companion. The Light Side player may exert that companion to prevent this.
 
1C297
 
 
  Formed in Their Fashion [Yuuzhan Vong]
 
Condition • Site
 
To play, spot a Yuuzhan Vong. Limit 1 per site.
 
While the alliance is in this region, each Yuuzhan Vong is strength +1 for each site condition you can spot.
 
Regroup: Remove   and exert a Yuuzhan Vong to transfer this condition to another site.
 
1R298
 
 
  Glorious Combat [Yuuzhan Vong]
 
Event • Skirmish
 
When you play this, exert a Yuuzhan Vong any number of times. Make that Yuuzhan Vong strength +2, then strength +2 for each exertion.
 
1U299
 
 
  Hopeless [Yuuzhan Vong]
 
Event • Maneuver
 
Exert a Yuuzhan Vong to make an undestined companion strength -3 until the regroup phase (and lose all strength bonuses from weapons if that companion has resistance 3 or less).
 
1R300
 
 
  Lah Assaulter [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-10
 
Vitality-3
 
Roaming-6
 
Fierce.
 
Each time this minion is assigned to a skirmish, make an undestined companion resistance -2 until the regroup phase.
 
1C301
 
 
  Lah Predator [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-11
 
Vitality-3
 
Roaming-6
 
Fierce.
 
Each time this minion is assigned to a companion with resistance 3 or less, it is damage +1 until the regroup phase.
 
Response: If this minion kills a companion in a skirmish, exert it twice to make the Light Side player assign it to an additional skirmish this site.
 
1R302
 
 
  Lah Shearer [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-9
 
Vitality-3
 
Roaming-6
 
While bearing a hand weapon, this minion is strength +2 and fierce.
 
Skirmish: If skirmishing a companion with resistance 3 or less, exert this minion to exert that companion.
 
1U303
 
 
  Lah Slasher [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-10
 
Vitality-3
 
Roaming-6
 
Duelist.
 
Assignment: Spot a companion with resistance 0 to assign this minion to that companion.
 
1R304
 
 
  •Nom Anor, The Infector [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-8
 
Vitality-3
 
Roaming-6
 
Lurker.
 
At the end of each skirmish, you may exert Nom Anor to play Coomb Spores on the companion involved in that skirmish.
 
1R305
 
 
  Nowhere to Hide [Yuuzhan Vong]
 
Condition • Companion
 
Resistance -2
 
To play, exert a Yuuzhan Vong. Bearer must be an undestined companion. Limit 1 per companion.
 
While bearer has resistance 2 or less, at the start of each alliance phase, bearer must exert.
 
1U306
 
 
  An Offered Sacrifice [Yuuzhan Vong]
 
Event • Skirmish
 
Discard a [Yuuzhan Vong] minion with twilight cost 3 or less to add that minion’s strength to another Yuuzhan Vong’s strength.
 
1U307
 
 
  Shai Beater [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-9
 
Vitality-2
 
Roaming-6
 
Damage +1.
 
While bearing a hand weapon, this minion is damage +1 if you can spot another Yuuzhan Vong.
 
1C308
 
 
  Shai Breaker [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-8
 
Vitality-2
 
Roaming-6
 
Damage +1.
 
Each time this minion wins a skirmish, you may discard a Light Side condition.
 
1C309
 
 
  •Shai Combatant [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-15
 
Vitality-3
 
Roaming-6
 
Fierce.
 
While bearing a hand weapon, Shai Combatant is damage +1.
 
Response: If an event is played during Shai Combatant’s skirmish, exert him twice to cancel that event.
 
1R310 
 
 
  •Shai Murderer [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-12
 
Vitality-3
 
Roaming-6
 
Damage +1.
 
Shai Murderer is strength +1 for each card in the dead pile.
 
Response: If a companion dies, exert Shai Murderer to make him fierce until the regroup phase.
 
1R311
 
 
  The Shaping [Yuuzhan Vong]
 
Condition • Site
 
To play, spot a [Yuuzhan Vong]. Limit 1 per site.
 
When you play this condition, this site loses any keywords it has and gains 2 keywords of your choice.
 
1C312
 
 
  •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
 
 
  Thud Bug [Yuuzhan Vong]
 
Possession • Ranged Weapon
 
Bearer must be a Yuuzhan Vong.
 
When bearer is assigned to skirmish a companion, you may discard this possession to discard a possession borne by that companion. 
 
1C315
 
 
  •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
 
 
  Victory or Death [Yuuzhan Vong]
 
Condition • Support Area
 
Skirmish: Make a Yuuzhan Vong strength +2 for each wound it has. If it loses the skirmish, discard it. Discard this condition.
 
1C317
 
 
  Voxyn Devourer [Yuuzhan Vong]
 
Minion • Voxyn
 
Strength-10
 
Vitality-2
 
Roaming-6
 
While you can spot a Jedi, this minion is fierce.
 
While skirmishing a Jedi, this minion is strength +4 and damage +1.
 
1C318
 
 
  Voxyn Hunter [Yuuzhan Vong]
 
Minion • Voxyn
 
Strength-12
 
Vitality-2
 
Roaming-6
 
While you can spot a Jedi, this minion is fierce.
 
While skirmishing a Jedi, this minion is damage +2.
 
1U319
 
 
  Wave of Destruction [Yuuzhan Vong]
 
Event • Response
 
If your Yuuzhan Vong wins a skirmish, exert it to discard all Light Side cards borne by the losing companion.
 
1R320
 
 
  •Worldship [Yuuzhan Vong]
 
Condition • Support Area
 
Toil 1.
 
Response: If there are 4 or fewer cards stacked here, and a [Yuuzhan Vong] card about to be discarded, stack it here instead.
 
Dark Side: Remove   or spot a Yuuzhan Vong to play a card stacked here.
 
1R321
 
 
  Worthy Opponent [Yuuzhan Vong]
 
Condition • Support Area
 
Resistance -1
 
Skirmish: Transfer this condition to a companion a Yuuzhan Vong is skirmishing to make that Yuuzhan Vong strength +2. If that Yuuzhan Vong loses the skirmish, discard this condition.
 
1C322
 
 
  •Yomin Carr, Advance Scout [Yuuzhan Vong]
 
Minion • Yuuzhan Vong
 
Strength-11
 
Vitality-3
 
Roaming-6
 
Lurker.
 
Each other [Yuuzhan Vong] lurker is strength +1.
 
Maneuver: Make Yomin Carr lose lurker and gain fierce until the regroup phase.
 
Each time Yomin Carr wins a skirmish, you may exert him to make another [Yuuzhan Vong] lurker damage +1.
 
1R323
 
 
  Yuuzhan Vong Armor [Yuuzhan Vong]
 
Possession • Armor
 
Vitality +1
 
Bearer must be a Yuuzhan Vong.
 
Each time bearer would take a wound, you may discard 2 [Yuuzhan Vong] cards from hand to prevent that wound.
 
1R324
 
 
  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 | 
 
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.
 
 
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| menace64 | 
 Posted: Thu Dec 28, 2006 4:07 am | 
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Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas
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ADVENTURE PATH
 
 
  Back Door
 
Battleground. Forest. Military. Each time you play a character here, you may exert that character to draw a card.
 
1U326
 
 
  Coruscant Undercity
 
Urban. When the alliance moves to here, each Dark Side player may take a bounty into hand from his or her discard pile.
 
1U327
 
 
  Dagobah Swamp
 
Swamp. When the alliance moves to here, heal each character who has resistance 5 or more and exert each other character.
 
1U328
 
 
  Detention Control Room
 
Battleground. Military. Each companion gains bounty 1.
 
1U329
 
 
  Dregs’ Dive
 
Urban. Companions (except the Apprentice) bearing bounties are resistance -3.
 
1U330
 
 
  Dune Sea
 
Desert. Exhausted characters may not skirmish.
 
1U331
 
 
  Echo Base Stronghold
 
Military. Tundra. At the start of the alliance phase, you may play a [Rebel] possession to remove a burden.
 
1U332
 
 
  Emperor’s Throne Room
 
Battleground. Each time a companion loses a skirmish, you may exert your [Sith] minion to make the Light Side player choose to either exert the Apprentice or add a burden.
 
1U333
 
 
  Endor Forest
 
Battleground. Forest. Each time your character wins a skirmish, you may make an opponent discard a card from his or her hand.
 
1U334
 
 
  Execution Arena
 
Battleground. At the start of your Dark Side phase, you may take a savage minion into hand from your draw deck.
 
1U335
 
 
  Ewok Village
 
Dwelling. Forest. Alliance: Add a threat to take an ewok follower into hand from your discard pile.
 
1U336
 
 
  Fields of Geonosis
 
Battleground. Desert. Skirmish: Exert your character to make it strength +2.
 
1U337
 
 
  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
 
 
  Heart of the Chasm
 
Battleground. Only duelists can be assigned to skirmishes.
 
1U340
 
 
  Hoth Tundra Plains
 
Plains. Tundra. Each unenclosed character is strength -1 for each tundra in the current region.
 
1U341
 
 
  Ice Cave
 
Tundra. Each character with tundra in its gametext is strength +3 and damage +1.
 
1U342
 
 
  Jabba’s Audience Chamber
 
Dwelling. Each companion bearing a bounty is strength -2.
 
1U343
 
 
  Jedi Council Chamber
 
When the alliance moves to here, heal a companion for each Jedi you spot.
 
1U344
 
 
  Kachirho Shores
 
Battleground. Forest. River. Each character bearing a weapon is damage +1.
 
1U345
 
 
  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
 
 
  Lava Fields
 
When each skirmish resolves, each player must wound all of his or her involved characters if he or she did not play a skirmish event.
 
1U347
 
 
  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
 
 
  Mos Eisley Cantina
 
Dwelling. Dark Side: Remove a threat to play a [Criminal] minion from your discard pile.
 
1U349
 
 
  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
 
 
  Mygeeto Bridge
 
Battleground. Each time you play a [Confederacy] droid, spot an exhausted companion to heal a Separatist.
 
1U351
 
 
  Naboo Forest
 
Forest. Each minion skirmishing a Gungan is strength -1 for each other Gungan you spot (limit -2).
 
1U352
 
 
  Naboo Swamp
 
Swamp. Alliance: Play a Gungan to remove a threat.
 
1U353
 
 
  North Ridge
 
Battleground. Tundra. Dark Side: Play an [Imperial] possession to add a threat.
 
1U354
 
 
  Old Ben’s Hut
 
Desert. Dwelling. When the alliance moves to here, you may spot your Jedi to take a [Jedi] card (except a companion) into hand from your discard pile.
 
1U355
 
 
  Opera House
 
Urban. No more than 1 minion can be assigned to each skirmish.
 
1U356
 
 
  Opulent Office
 
Battleground. Palpatine is fierce and he must skirmish.
 
1U357
 
 
  Padme’s Apartment
 
Dwelling. Urban. Skirmish: Discard your [Criminal] condition to exert a companion your bounty hunter is skirmishing.
 
1U358
 
 
  Rebel War Room
 
Military. Skirmish: Exert a [Rebel] companion to make a [Rebel] companion strength +1 for each battleground on the adventure path.
 
1U359
 
 
  Slave Quarters
 
Desert. Dwelling. Each time a companion loses a skirmish, the Light Side player must exert that companion or add a burden.
 
1U360
 
 
  Tatooine Expanse
 
Desert. Each unenclosed character is strength -1 for each wound he or she has.
 
1U361
 
 
  Tauntaun Pen
 
Military. Each time you play a [Rebel] possession, you may draw a card.
 
1U362
 
 
  Temple Briefing Room
 
Military. When the alliance moves from this site, heal each piloting companion.
 
1U363
 
 
  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
 
 
  Utapau Sinkhole
 
Each time you play a companion, add   or exert him or her. Each time you play a minion, remove   or exert it.
 
1U365 | 
 
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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| sickofpalantirs | 
 Posted: Thu Dec 28, 2006 8:37 am | 
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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you finished it! yeah! have a gp!
 
(sorry I wasn’t able to review your final cards I couldn’t be on much over Christmas) | 
 
 Sop's haves/ top wants 
 
(mm)"SoP: you will always be the Official CC Spammer in my heart"
 
"DáinIronfoot"
 
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you.   | 
 
 
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