|  | 
  
 
| Author | Message |  
| menace64 | 
| ![]() Posted: Mon Jan 15, 2007 9:15 am |  |  |   
| Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas | 
| Here is the entire 164 card expansion for my SW/LotR Cross Project! 
 This is the first expansion to Legacy of the Force, the full base set.
 
 A Wretched Hive introduces the Alien culture, as well as supplementing the Criminal culture. New subcultures like Echo Base rebels, Geonosians, and the Republic’s Delta Squad are introduced.
 
 Here are all of the keywords used in the game so far:
 
 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.)
 Location (When you play this condition, discard all other active locations.)
 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.)
 
 Unloaded Keywords:
 Bounter Hunter (for Boba and company)
 Burrow (for the Geonosians)
 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)
 
 And since there are lot’s of cards in this set, the spoiler list will be broken up into a few different posts.
 
 ALIEN CULTURE
 
 
  Ambush [Alien] Condition • Support Area
 While you can spot 6 companions, each time you play an [Alien] minion outside the Dark Side phase, you may exert a companion (except the Apprentice).
 Response: If an [Alien] minion is played outside the Dark Side phase, discard this condition to make it strength +3 until the regroup phase.
 2R1
 
 
  •Asteroid Field [Alien] Condition • Support Area
 Space Location.
 Maneuver: Discard this condition to make all characters not bearing a ship strength -2 until the regroup phase.
 2U2
 
 
  Bantha [Alien] Possession • Mount
 Strength +1
 Vitality +1
 Bearer must be an [Alien] minion.
 When you play this possession, if bearer is not at a desert site, exert bearer.
 2C3
 
 
  Bloodlust [Alien] Event • Response
 If an [Alien] minion with X vitality wins a skirmish, play X [Alien] minions from your hand; each of those minions are twilight cost -2 and fierce until the regroup phase.
 2R4
 
 
  •Datcha, Jawa Wrangler [Alien] Minion • Jawa
 Strength-4
 Vitality-3
 Roaming-2
 When you play Datcha, you may play up to 2 [Alien] possessions from your discard pile.
 Each time an [Alien] minion is assigned to a skirmish, you may exert Datcha or remove
  to take an [Alien] minion into hand from your discard pile. 2U5
 
 
  •Dianoga [Alien] Minion • Dianoga
 Strength-13
 Vitality-3
 Roaming-7
 Fierce. Savage. While you can spot a scrap location, Dianoga is not roaming.
 Each time Dianoga would take a wound, you may discard a scrap location from hand or from play to prevent that wound and make it strength +3 until the regroup phase.
 2R6
 
 
  Ferocity [Alien] Event • Skirmish
 Make an [Alien] minion strength +2 (and damage +1 if bearing a weapon).
 2C7
 
 
  Gaffi Stick [Alien] Possession • Hand Weapon
 Strength +2
 Bearer must be an [Alien] minion. Bearer gains ambush
  . Skirmish: If bearer is a Tusken, exert bearer to cancel the strength bonus of a weapon borne by a companion bearer is skirmishing.
 2C8
 
 
  Hunting Rifle [Alien] Possession • Ranged Weapon
 Strength +1
 Bearer must be an [Alien] minion.
 When you play this possession, you may exert bearer to remove a culture token.
 If bearer is a Tusken, bearer gains long range.
 2C9
 
 
  •Iasa, Traitor of Jawa Canyon [Alien] Minion • Jawa
 Strength-7
 Vitality-3
 Roaming-2
 While you cannot spot another minion, Iasa’s twilight cost is -2.
 Skirmish: Exert another Jawa to take an [Alien] minion into hand from your discard pile.
 2R10
 
 
  Ice Wampa [Alien] Minion • Wampa
 Strength-11
 Vitality-3
 Roaming-3
 Savage.
 While at a tundra, this minion is damage +1 and fierce.
 This minion is strength +1 for each tundra in the current region.
 2U11
 
 
  Jawa Adventurer [Alien] Minion • Jawa
 Strength-4
 Vitality-3
 Roaming-2
 Regroup: Spot an [Alien] minion to play this minion from your hand and add a burden.
 2C12
 
 
  Jawa Creeper [Alien] Minion • Jawa
 Strength-2
 Vitality-3
 Roaming-2
 Each time you play an [Alien] minion outside the Dark Side phase, you may spot another Jawa to make this minion strength +4 until the regroup phase.
 2C13
 
 
  Jawa Ion Gun [Alien] Possession • Ranged Weapon
 Strength +1
 Bearer must be an [Alien] minion.
 You may play this possession any time you play an [Alien] minion.
 When you play this possession during the maneuver phase, if bearer is a Jawa, you may wound a droid twice.
 2C14
 
 
  Jawa Lurker [Alien] Minion • Jawa
 Strength-4
 Vitality-3
 Roaming-2
 Each time you play an [Alien] minion outside the Dark Side phase, you may spot 3 [Alien] minions to play this minion from your discard pile.
 2U15
 
 
  Jawa Nomad [Alien] Minion • Jawa
 Strength-3
 Vitality-3
 Roaming-2
 When you play this minion, you may exert it to play an [Alien] minion from your discard pile.
 2C16
 
 
  Jawa Scout [Alien] Minion • Jawa
 Strength-3
 Vitality-3
 Roaming-2
 If this minion exerts or takes a wound, you may discard it to play an [Alien] minion from hand.
 2C17
 
 
  Jawa Sneak [Alien] Minion • Jawa
 Strength-4
 Vitality-2
 Roaming-2
 If you play this minion outside of the Dark Side phase, you may make an [Alien] minion strength +3 until the regroup phase.
 2C18
 
 
  Mos Eisley Dagger [Alien] Possession • Hand Weapon
 Strength +1
 Bearer must be an [Alien] minion.
 While at a dwelling site or an urban site, bearer is strength +2.
 2C19
 
 
  Mos Eisley Thug [Alien] Minion • Rodian
 Strength-10
 Vitality-2
 Roaming-2
 Ambush
  . While bearing a hand weapon, this minion is damage +1 and may not take wounds.
 While at a dwelling site or an urban site, this minion is strength +3.
 2R20
 
 
  Mos Espa Ruffian [Alien] Minion • Gran
 Strength-10
 Vitality-3
 Roaming-2
 When you play this minion during the skirmish phase, it is twilight cost -2, strength +4, and fierce until the regroup phase.
 2U21
 
 
  Mos Espa Scoundrel [Alien] Minion • Human
 Strength-9
 Vitality-2
 Roaming-2
 Each other [Alien] minion gains ambush
  . 2U22
 
 
   •The Rancor, Terror of Jabba’s Palace [Alien] Minion • Rancor
 Strength-17
 Vitality-3
 Roaming-7
 Damage +2. Savage. While you can spot an [Alien] or [Criminal] minion, The Rancor is not roaming.
 When you play The Rancor, you may discard up to 3 minions from hand to make The Rancor twilight cost -1 for each card discarded in this way. If you discarded 3 cards in this way, The Rancor is fierce until the regroup phase.
 2R23
 
 
  •RR’uruurr, Ferocious Tusken [Alien] Minion • Tusken
 Strength-13
 Vitality-2
 Roaming-2
 Ambush
  . Fierce. Each Tusken you play outside of the Dark Side phase is twilight cost -1.
 2R24
 
 
  Sandcrawler [Alien] Possession • Support Area
 Each time you play a Jawa, you may stack an [Alien] minion from your discard pile here.
 Maneuver: Discard 2 [Alien] minions stacked here to play an [Alien] minion from your draw deck. The Light Side player may remove
  or a threat. 2C25
 
 
  •The Sarlacc, Terror of the Dune Sea [Alien] Minion • Sarlacc
 Strength-10
 Vitality-5
 Roaming-7
 Damage +1. Fierce. Savage.
 While The Sarlacc has strength less than 15, it may not skirmish.
 Each time a character is killed or discarded from play, you may make The Sarlacc strength +3 until the regroup phase.
 Response: If The Sarlacc wins a skirmish, exert it twice to make the Light Side player assign it to another skirmish.
 2R26
 
 
  •Space Slug [Alien] Minion
 Strength-17
 Vitality-4
 Roaming-9
 Damage +1. Savage. To play, spot a space location.
 Space Slug must be assigned to skirmish a companion bearing a ship.
 Each time Space Slug wins a skirmish, you may exert it to discard a capital.
 2R27
 
 
  Sudden Attack [Alien] Event • Skirmish
 Play an [Alien] minion; it is fierce until the regroup phase.
 2U28
 
 
  This is No Cave [Alien] Event • Dark Side
 Spot a space location to play Space Slug from your draw deck or discard pile.
 2R29
 
 
  •Trash Compactor [Alien] Condition • Support Area
 Scrap Location.
 While Dianoga is stacked here, other locations may not be played.
 Regroup: Spot an exhausted companion to stack Dianoga here.
 Dark Side: Spot a companion with X wounds and play Dianoga from here to make it strength +X until the regroup phase.
 2U30
 
 
  Tusken Brute [Alien] Minion • Tusken
 Strength-10
 Vitality-2
 Roaming-2
 Each hand weapon played on this minion is twilight cost -2.
 While bearing a hand weapon, this minion is fierce, and at the start of each of his skirmishes, you may exert him to wound a companion he is skirmishing.
 2R31
 
 
  Tusken Raiders [Alien] Minion • Tusken
 Strength-13
 Vitality-2
 Roaming-2
 Fierce.
 Each time you play a Tusken outside the Dark Side phase, you may exert this minion to discard a possession.
 2R32
 
 
  Tusken Rampager [Alien] Minion • Tusken
 Strength-8
 Vitality-1
 Roaming-2
 Each time a companion dies, this minion is strength +2 and damage +1 until the regroup phase.
 2U33
 
 
  Tusken Savage [Alien] Minion • Tusken
 Strength-8
 Vitality-1
 Each time a companion dies, you may play this minion from your hand; it is strength +6 and fierce until the regroup phase.
 2C34
 
 
  Tusken Sharpshooter [Alien] Minion • Tusken
 Strength-8
 Vitality-2
 Roaming-2
 When you play this minion, you may play an [Alien] possession on him from your discard pile.
 2U35
 
 
  •Tusken Tribe [Alien] Minion • Tusken
 Strength-16
 Vitality-2
 Roaming-2
 Ambush
  . To play, spot a Tusken. Response: If Tusken Tribe wins a skirmish, play a Tusken from hand to make Tusken Tribe fierce until the regroup phase.
 2R36
 
 
  Tusken Warrior [Alien] Minion • Tusken
 Strength-7
 Vitality-1
 Roaming-2
 Response: If a Tusken wins a skirmish, discard this minion to play a Tusken from your hand; that Tusken is strength +4 and fierce until the regroup phase.
 2C37
 
 
  •URoRRoR’R’R, Vicious Tusken [Alien] Minion • Tusken
 Strength-13
 Vitality-2
 Roaming-2
 Ambush
  . Damage +1. Each time a Tusken wins a skirmish, you may play a Tusken from your hand; that Tusken is fierce until the regroup phase.
 2R38
 
 CONFEDERACY CULTURE
 
 
  The Council of Separatists [Confederacy] Event • Dark Side
 Discard X Dark Side cards from hand to play X Separatists from your discard pile.
 2R39
 
 
  •Dooku, Head of State [Confederacy] Minion • Human
 Strength-10
 Vitality-4
 Roaming-4
 Separatist.
 Separatists are not roaming.
 Each time a [Confederacy] minion with vitality X is about to take a wound, you may spot X Separatists and exert Dooku to prevent that wound.
 2R40
 
 
  •Droid Assembly [Confederacy] Condition • Support Area
 Burrow.
 At the start of your Dark Side phase, you may stack 2 Geonosians from hand here to play a [Confederacy] droid from your discard pile.
 Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
 2R41
 
 
  Droid Foundry [Confederacy] Condition • Support Area
 Burrow.
 Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
 Response: If a Geonosian is about to be discarded from play (except during the regroup phase), remove
  to stack it here. 2U42
 
 
  •Durge, Hired to Hunt [Confederacy] Minion • Gen’Dai
 Strength-14
 Vitality-5
 Roaming-4
 Damage +1. To play, exert a Separatist.
 When you play Durge, you may remove [X]. Durge must be assigned to skirmish a companion with strength X (except the Apprentice).
 2R43
 
 
  Exoskeleton [Confederacy] Possession • Support Area
 Each time you play a Geonosian, you may remove
  to stack a [Confederacy] minion from your discard pile here. Response: If a Geonosian is about to take a wound, discard 2 cards stacked here to prevent that.
 2C44
 
 [10] Geonosian Barbarian [Confederacy]
 Minion • Geonosian
 Strength-13
 Vitality-2
 Roaming-4
 While you can spot 4 Geonosians stacked on burrows, this minion’s twilight cost is -6.
 While you can spot 6 Geonosians stacked on burrows, this minion is damage +1 and fierce.
 2U45
 
 Confederacy culture continued...
 |  
| 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: Mon Jan 15, 2007 9:23 am |  |  |   
| Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas | 
| [14] •Geonosian Detachment [Confederacy] Minion • Geonosian
 Strength-14
 Vitality-4
 Roaming-4
 Fierce. While you can spot a Geonosian stacked on a burrow, Geonosian Detachment’s twilight cost is -6.
 When you play Geonosian Detachment, you may stack up to 2 Geonosians from your discard pile on your burrows.
 2R46
 
 
  Geonosian Drone [Confederacy] Minion • Geonosian
 Strength-7
 Vitality-1
 Roaming-4
 Skirmish: Exert another Geonosian to stack this minion on your burrow.
 2C47
 
 [10] Geonosian Gunner [Confederacy]
 Minion • Geonosian
 Strength-9
 Vitality-3
 Roaming-4
 While you can spot 5 Geonosians stacked on burrows, this minion’s twilight cost is -7.
 Regroup: Stack this minion from your hand on a burrow.
 2C48
 
 [12] •Geonosian Overseer [Confederacy]
 Minion • Geonosian
 Strength-11
 Vitality-3
 Roaming-4
 Geonosian Overseer’s twilight cost is -2 for each Geonosian stacked on a burrow.
 Skirmish: Discard 2 Geonosians stacked on burrows to make Geonosian Overseer damage +1.
 2R49
 
 
  Geonosian Predator [Confederacy] Minion • Geonosian
 Strength-9
 Vitality-3
 Roaming-4
 Fierce.
 While you can spot 4 Geonosians stacked on burrows, this minion’s twilight cost is -5.
 Each time this minion wins a skirmish, you may stack a Geonosian from play on your burrow.
 2U50
 
 
  Geonosian Soldiers [Confederacy] Minion • Geonosian
 Strength-8
 Vitality-2
 Roaming-4
 If this minion is killed, you may stack it and a Geonosian from your hand on a burrow to make another Geonosian damage +1 until the regroup phase.
 2C51
 
 
  •Grievous’ Wheel Bike [Confederacy] Possession • Vehicle
 Strength +1
 Vitality +1
 Bearer must be Grievous.
 When you play this possession, you may replace the current site.
 At the end of each phase, you may exert Grievous to exert a companion bearing a mount or a vehicle.
 2R52
 
 
  Hive Colony [Confederacy] Condition • Support Area
 Burrow.
 Each time this condition would be discarded, you may discard a Geonosian stacked here to prevent it.
 Response: If a Geonosian wins a skirmish, remove
  to stack it here. 2C53
 
 
  Orray [Confederacy] Possession • Mount
 Strength +2
 Bearer must be a Geonosian. Bearer gains lurker.
 Skirmish: Exert bearer to make a savage minion strength +2.
 2C54
 
 
  Petranaki Picador [Confederacy] Minion • Geonosian
 Strength-7
 Vitality-3
 Roaming-4
 Response: If a savage [Confederacy] minion loses a skirmish, exert this minion to heal that minion; it is fierce until the regroup phase.
 2U55
 
 
  •Poggle, Archduke [Confederacy] Minion • Confederacy
 Strength-7
 Vitality-3
 Roaming-4
 Separatist.
 Poggle may not be assigned to a skirmish.
 When you play Poggle, you may exert him X times to play X Geonosians stacked on burrows and add X threats.
 2R56
 
 
  Sonic Blaster [Confederacy] Possession • Ranged Weapon
 Strength +2
 Bearer must be a Geonosian.
 At the end of bearer’s skirmish, you may remove
  to discard a possession borne by a companion skirmishing bearer. 2C57
 
 
 CRIMINAL CULTURE
 
 
  •Assassination Droid [Criminal] Minion • Droid
 Strength-4
 Vitality-2
 Roaming-4
 Droid. To play, spot a [Criminal] minion.
 When you play Assassination Droid, spot a Bounty Hunter with vitality X. Each time a companion with resistance X or less is assigned to skirmish this minion, place that companion in the dead pile.
 2R58
 
 
  •Aurra, Jedi Hunter [Criminal] Minion • Near-human
 Strength-14
 Vitality-3
 Roaming-3
 Bounty Hunter. While you can spot a Jedi, Aurra’s twilight cost is -2.
 Skirmish: If skirmishing a Jedi, exert Aurra to transfer an artifact or possession borne by that Jedi to her.
 2R59
 
 
  •Boba, Fearless [Criminal] Minion • Human
 Strength-15
 Vitality-3
 Roaming-3
 Bounty Hunter. Fierce.
 For each possession Boba bears, companions skirmishing him are strength -1.
 2P60
 
 
  Cantina Brawl [Criminal] Event • Skirmish
 Exert X [Criminal] minions to make your [Criminal] minion strength +X. If that minion loses the skirmish, the Light Side player may exert X minions.
 2C61
 
 
  Civil Disorder [Criminal] Condition • Support Area
 Each time the alliance moves, spot a [Criminal] companion and add a threat or discard this condition.
 Each time a [Criminal] companion wins a skirmish, you may remove a threat to make another [Criminal] companion strength +1 until the regroup phase.
 2C62
 
 
  Cloud City Blaster [Criminal] Possession • Ranged Weapon
 Strength +1
 Bearer must be a [Criminal] companion.
 While you can spot 2 threats, bearer is damage +1.
 While you can spot 4 threats, bearer is strength +2.
 2C63
 
 
  Cloud City Trooper [Criminal] Companion • Human
 Strength-6
 Vitality-3
 Resistance-6
 To play, spot a [Criminal] companion.
 While bearing a ranged weapon, this companion is resistance +1 for each threat you spot (limit +3).
 2C64
 
 
  Concussion Rifle [Criminal] Possession • Ranged Weapon
 Bearer must be a [Criminal] minion. Bearer may not bear other weapons.
 At the start of the crossfire phase, you may discard this possession to make the minion crossfire total +X, where X is bearer’s vitality.
 2R65
 
 
  Death Sticks [Criminal] Possession
 Vitality -1
 Bearer must be a [Criminal] minion.
 Each time bearer would exert, wound bearer instead.
 Bearer is strength +3 for each wound it has, and when bearer is killed, you may return this possession to your hand to add
  . 2U66
 
 
  •Elan, Drug Dealer [Criminal] Minion • Balosar
 Strength-8
 Vitality-3
 Roaming-3
 When you play Elan, you may exert him to take a [Criminal] condition (except a bounty) into hand from your draw deck.
 2U67
 
 
  A Few Tricks Left [Criminal] Event • Skirmish
 If you can spot 3 threats, you may play this event from your discard pile to make a [Criminal] companion strength +2. Then remove this event from the game.
 Add a threat to make a minion skirmishing a [Criminal] companion strength -1.
 2C68
 
 
  •Han, Clever Spacer [Criminal] Companion • Human
 Strength-7
 Vitality-3
 Resistance-7
 Destined. While you cannot spot any threats, Han’s twilight cost is -2.
 While bearing a Dark Side condition, Han may not be exerted by Dark Side cards.
 2C69
 
 
  Hard Merchandise [Criminal] Condition • Support Area
 Dark Side: Exert a minion (except a Bounty Hunter) to transfer this condition to a companion. That companion gains bounty X until captured, where X is that companion’s vitality.
 2U70
 
 
  Hidden Explosives [Criminal] Event • Dark Side
 Exert your bounty hunter to discard a Light Side capital with X tokens on it. The Light Side player must wound his or her companions X times.
 2U71
 
 
  I Expect to be Well-paid [Criminal] Event • Alliance
 Spot a [Criminal] companion and add X threats to remove [X].
 2C72
 
 
  •Jabba, Lord of Tatooine [Criminal] Minion • Hutt
 Strength-7
 Vitality-4
 Roaming-3
 Each time you play a bounty, you may play a Bounty Hunter from your draw deck.
 2R73
 
 
  Jabba’s Bounty [Criminal] Condition • Support Area
 Bounty 3.
 Dark Side: Exert a minion (except a Bounty Hunter) to transfer this condition to a companion.
 If borne by a companion, each time the alliance moves, add a threat.
 2R74
 
 
  •Jango’s Twin Blasters [Criminal] Possession • Ranged Weapon
 Strength +2
 Bearer must be a Bounty Hunter.
 Each time bearer is assigned to skirmish a companion, exert that companion.
 If bearer is Jango, add 2 to the minion crossfire total.
 2R75
 
 
  Jet Pack [Criminal] Possession • Jet Pack
 Bearer must be a [Criminal] minion (except a Hutt).
 Bearer may not take wounds (except during skirmishes involving bearer).
 While bearer is not exhausted, bearer is fierce.
 2U76
 
 
  •Jodo, Imposter [Criminal] Minion • Human
 Strength-10
 Vitality-3
 Roaming-3
 Bounty Hunter.
 While you can spot Boba, discard Jodo.
 Each time a [Criminal] minion is killed or discarded, you may transfer (for free) any possessions borne by that minion to Jodo.
 2U77
 
 
  Kaminoan Saber-dart [Criminal] Event • Crossfire
 Exert a Bounty Hunter to discard the top card of the Light Side player’s draw deck. Exert each character of the discarded card’s culture.
 2R78
 
 
  Kohoun Worms [Criminal] Condition
 Resistance -1
 To play, exert a Bounty Hunter. Bearer must be a companion. Limit 1 per companion.
 At the start of the regroup phase, if bearer was assigned to a skirmish (and no other companion was), wound bearer.
 2U79
 
 
  •Lando, Baron Administrator [Criminal] Companion • Human
 Strength-6
 Vitality-3
 Resistance-6
 While you can spot 3 threats, Lando is damage +1 for each other companion assigned to a skirmish.
 2U80
 
 
  •Leebo, Refined Repair Droid [Criminal] Companion • Droid
 Strength-5
 Vitality-3
 Droid. To play, spot a [Criminal] companion. When you play Leebo, you may heal a companion bearing a ship.
 Companions bearing ships may not be overwhelmed unless their strength is tripled.
 2C81
 
 
  Let the Wookiee Win [Criminal] Event • Skirmish
 Exert your Wookiee twice to make it win the skirmish.
 2R82
 
 
  Lucrative Exports [Criminal] Condition • Site
 To play, exert a [Criminal] companion. Plays on an uncontrolled site. Limit 1 per site.
 At the end of your alliance phase, you may remove
  . 2C83
 
 
  Palace Gambler [Criminal] Minion • Ishi Tib
 Strength-11
 Vitality-3
 Roaming-3
 While you can spot 3 threats, this minion is strength +3.
 2C84
 
 
  Palace Guard [Criminal] Minion • Klatooinian
 Strength-11
 Vitality-3
 Roaming-3
 At the start of the assignment phase, spot a companion with higher strength than this minion to make this minion strength +3 until the regroup phase.
 2C85
 
 
  Palace Robber [Criminal] Minion • Quarren
 Strength-11
 Vitality-3
 Roaming-3
 While skirmishing a companion bearing a possession, this minion is strength +3.
 2C86
 
 
  Planetary Ring [Criminal] Condition • Support Area
 Space Location. To play, spot a [Criminal] minion bearing a ship.
 Each companion skirmishing a [Criminal] minion bearing a ship is strength -1 and resistance -1.
 Assignment: Remove
  and discard this condition to play a [Criminal] ship from your discard pile. 2U87
 
 
  Relentless Hunter [Criminal] Minion • Human
 Strength-9
 Vitality-3
 Roaming-3
 Bounty Hunter.
 Each time a bounty is claimed, you may make this minion strength +2 and fierce until the regroup phase.
 2U88
 
 
  She’s Fast Enough for You [Criminal] Event • Regroup
 Exert a [Criminal] companion bearing a ship to make the move limit this turn +1. Each companion not bearing a ship is strength -2 until the end of the turn.
 2C89
 
 
  Sniper Rifle [Criminal] Possession • Ranged Weapon
 Strength +2
 Bearer must be a [Criminal] minion.
 Bearer has long range.
 Each time a companion takes a wound during the crossfire phase, you may make that companion resistance -1 until the regroup phase.
 2R90
 
 
  •Zam, Professional Hunter [Criminal] Minion • Clawdite
 Strength-8
 Vitality-3
 Roaming-4
 Bounty Hunter.
 When you play Zam, you may exert her twice to make an undestined companion resistance -3 until the regroup phase.
 Skirmish: Exert Zam twice to make her damage +1.
 2C91
 
 
  •Zuckuss, Gand Findsman [Criminal] Minion • Gand
 Strength-12
 Vitality-4
 Roaming-3
 Bounty Hunter.
 When you play Zuckuss, you may exert him and reveal the top card of any draw deck to make a character of the revealed card’s culture strength -2 until the regroup phase.
 At the end of Zuckuss’ skirmish, if he did not claim a bounty, he is strength +3 and fierce until the regroup phase.
 2R92
 |  
| 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: Mon Jan 15, 2007 9:30 am |  |  |   
| Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas | 
| IMPERIAL CULTURE 
 
  •Devastator [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.
 Each time an [Imperial] minion wins a skirmish, you may remove 2 [Imperial] tokens here to play an [Imperial] minion from your discard pile; that minion is fierce until the regroup phase.
 2U93
 
 
  •Dominance [Imperial] Condition • Support Area
 Each time a companion loses a skirmish, you may remove
  to add an [Imperial] token here. Regroup: Spot an [Imperial] minion and remove X [Imperial] tokens here to reinforce an [Imperial] capital X times. Discard this condition.
 2C94
 
 
  Fear Will Keep Them in Line [Imperial] Event • Dark Side
 Spot a companion with strength 10 or more and play an [Imperial] minion stacked on a site you control to make that companion strength -2 until the regroup phase.
 2U95
 
 
  •Human High Culture [Imperial] Condition • Support Area
 To play, spot a Human.
 Each time a Dark Side Human is played, add an [Imperial] token here.
 Skirmish: Spot a Dark Side Human and remove 3 [Imperial] tokens here to make a non-Human companion (except the Apprentice) strength -3 (limit -3).
 2R96
 
 
  Humans Are the Future [Imperial] Condition
 Strength -2
 If a non-Human companion is played, you may spot an [Imperial] card to play this condition from you hand on that companion. Limit 1 per companion.
 2C97
 
 
  Imperial Garrison [Imperial] Minion • Human
 Strength-12
 Vitality-3
 Roaming-4
 Long Range. Fierce.
 This minion is strength +1 for each [Imperial] minion stacked on a site you control.
 2R98
 
 
  Imperial Tyranny [Imperial] Event • Response
 If a companion loses a skirmish, spot X wounded companions to stack X [Imperial] minions on sites you control.
 2U99
 
 
  •A New Era [Imperial] Condition • Support Area
 To play, exert an [Imperial] minion.
 While you control 3 sites, each [Imperial] minion is strength +1 and each minion of another culture is strength -2.
 Dark Side: Spot an [Imperial] minion and X sites you control to draw X cards. Discard this condition.
 2R100
 
 
  •A New Hatred [Imperial] Condition • Support Area
 To play, exert an [Imperial] minion.
 Each time the alliance moves, add
  for each non-Human companion. Dark Side: Discard this condition and play an [Imperial] minion to spot a companion (except the Apprentice). Until the regroup phase, each player may not assign that minion to skirmish any other companion.
 2R101
 
 
  •A New Order [Imperial] Condition • Support Area
 To play, exert an [Imperial] minion.
 At the start of the regroup phase, if you can spot 5 non-Human companions (or 3 Jedi), you may discard an [Imperial] minion to take control of a site.
 2R102
 
 
  Overwhelming Defenses [Imperial] Event • Skirmish
 Spot X tokens from your [Imperial] capitals to make an [Imperial] minion strength +X (limit +5).
 2U103
 
 
  Xenophobia [Imperial] Event • Regroup
 Discard an [Imperial] minion with twilight cost X to make the Light Side player exert non-Human companions X times. He or she may let you take control of a site to prevent this.
 2C104
 
 
 JEDI CULTURE
 
 
  •Anakin, Enraged [Jedi] Companion • Human
 Strength-10
 Vitality-3
 Resistance-5
 Destined. Duelist. Jedi.
 At the start of each alliance phase, you may exert 2 companions to heal Anakin.
 Each time Anakin wins a skirmish, wound him.
 2R105
 
 
  At Peace [Jedi] Condition
 Bearer must be a companion with resistance 6 or more. Limit 1 per bearer.
 At the start of the regroup phase, if bearer did not skirmish, you may remove a burden.
 2U106
 
 
  A Certain Point of View [Jedi] Event • Alliance
 Exert a Jedi to reveal the top card of your draw deck and the top card of an opponent’s draw deck. You may place the top three cards of either draw deck on the bottom of that draw deck.
 2U107
 
 
  Deft Interception [Jedi] Event • Response
 Force Power.
 If a non-Jedi companion is assigned to a skirmish, discard 3 [Jedi] cards from hand to replace that companion with a Jedi not assigned to a skirmish.
 2C108
 
 
  •Jedi Archives [Jedi] Condition • Support Area
 When you play this condition, spot a Jedi to stack the top 5 cards of your draw deck here.
 Each time a minion is played, you may add
  to take a [Jedi] card stacked here into hand. 2R109
 
 
  •Let Me Buy You a Drink [Jedi] Condition • Support Area
 To play, spot a Jedi. When you play this condition, add a [Jedi] token here.
 Response: If a minion is played, spot a Jedi and remove a token here (or discard this condition) to exert that minion.
 2U110
 
 
  •Obi-Wan, Old Ben [Jedi] Companion • Human
 Strength-6
 Vitality-3
 Resistance-8
 Destined. Jedi. While you can spot Luke, Obi-Wan’s twilight cost is -1.
 Each time Obi-Wan is assigned to a skirmish, if Luke is the Apprentice, you may remove a burden.
 2R111
 
 
  •Persuasion [Jedi] Condition
 Resistance +1
 To play, exert Obi-Wan. Bearer must be Luke.
 Each time Luke is assigned to a skirmish, you may play the alliance’s next site.
 Regroup: Discard this condition to play a possession on Luke from your discard pile.
 "’I need your help, Luke... I’m getting too old for this sort of thing.’"
 2C112
 
 
  Reckless Encounter [Jedi] Event • Assignment
 Discard a [Jedi] artifact or [Jedi] possession borne by a Jedi and assign him or her to skirmish a minion. Discard all cards borne by that minion.
 2U113
 
 
  Strong Influence on the Weak-minded [Jedi] Event • Regroup
 Force Power.
 Exert a Jedi to discard each minion with strength 6 or less. Each minion is strength +2 until the end of the turn.
 2R114
 
 
 REBEL CULTURE
 
 
  •Artoo, Glob of Grease [Rebel] Companion • Droid
 Strength-3
 Vitality-4
 Droid. To play, spot a [Rebel] companion.
 Each time a [Rebel] companion loses a skirmish, you may take a [Rebel] event into hand from your discard pile.
 2U115
 
 
  •Bren, Echo Base Officer [Rebel] Companion • Human
 Strength-6
 Vitality-3
 Resistance-6
 While the alliance is in region 1 or region 2, other [Rebel] companions cannot be overwhelmed unless their strength is tripled.
 2C116
 
 
  Echo Base Trooper [Rebel] Companion • Human
 Strength-6
 Vitality-3
 Resistance-6
 While this companion is exhausted, he is strength +2.
 2C117
 
 
  Effective Adaptations [Rebel] Condition • Support Area
 Each [Rebel] companion bearing a vehicle is strength +1.
 Response: If a [Rebel] companion is about to take a wound, remove
  or discard this condition to prevent that. 2U118
 
 
  Escape Pod [Rebel] Event • Skirmish
 Exert a [Rebel] companion to cancel his or her skirmish.
 2R119
 
 
  •Leia, Ice Princess [Rebel] Companion • Human
 Strength-6
 Vitality-3
 Resistance-7
 Destined.
 Each exhausted companion is resistance +2.
 Each time the alliance moves to a site in region 1 or region 2, you may exert Leia to make each companion with strength 6 or less strength +2 until the regroup phase.
 2R120
 
 
  A New Secret Base [Rebel] Event • Skirmish
 Make a [Rebel] companion strength +2 (or +4 if another companion lost a skirmish this turn).
 2C121
 
 
  •Planet Defender Ion Cannon [Rebel] Condition • Support Area
 To play, exert a [Rebel] companion.
 Each time a [Rebel] companion loses a skirmish, add a [Rebel] token here.
 Regroup: Remove 2 [Rebel] tokens here to remove a token from a capital. If that capital then has no tokens remaining on it, discard it.
 2R122
 
 
  •Rebel Mechanic [Rebel] Follower
 Resistance +1
 Aid -
  . To play, spot a [Rebel] companion. When you transfer this follower to a companion bearing a ship or vehicle, heal that companion.
 2U123
 
 
  The Shield Doors Must be Closed [Rebel] Condition • Site
 To play, spot a [Rebel] companion.
 This site loses any keywords it has and gains dwelling and military.
 2C124
 
 
  •Threepio, Mindless Philosopher [Rebel] Companion • Droid
 Strength-3
 Vitality-4
 Droid.
 Each time the alliance moves, you may spot a wounded companion to make that companion resistance +2 until the regroup phase.
 2U125
 |  
| 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: Mon Jan 15, 2007 9:45 am |  |  |   
| Joined: 12 Apr 2006
Posts: 836
Location: Wichita, Kansas | 
| REPUBLIC CULTURE 
 
  •Boss, Delta Lead [Republic] Companion • Clone
 Strength-6
 Vitality-3
 Resistance-6
 Delta. While in your starting alliance, Boss’ twilight cost is -1.
 Boss is strength +1 for each other delta you spot.
 At the start of each alliance phase, you may exert Boss to play a delta from your draw deck.
 2P126
 
 
  Commando Armor [Republic] Possession • Armor
 Resistance +1
 Bearer must be a [Republic] Clone.
 While you can spot 4 [Republic] Clones, bearer may take only 1 wound per skirmish.
 2C127
 
 
  DC-17 Anti-armor Launcher [Republic] Possession • Ranged Weapon
 Strength +1
 Bearer must be a delta. While bearer is not exhausted, he gains long range.
 Crossfire: Exert bearer twice to make an opponent place X wounds on minions, where X is the number of deltas you spot.
 2R128
 
 
  DC-17 Sniper Rifle [Republic] Possession • Ranged Weapon
 Strength +1
 Bearer must be a delta. Bearer is damage +1.
 Crossfire: Exert bearer to exert a minion.
 2C129
 
 
  DC-17 Stock Blaster [Republic] Possession • Ranged Weapon
 Strength +2
 Bearer must be a delta.
 While bearer bears no other possessions, bearer is strength +2.
 2C130
 
 
  Demanding Mission [Republic] Event • Skirmish
 Make a delta enduring.
 2C131
 
 
  •Elite Unit [Republic] Condition • Support Area
 Each time a delta wins a skirmish, add a [Republic] token here.
 Skirmish: Remove 2 [Republic] tokens here to make a delta damage +1.
 2U132
 
 
  •Fixer, Delta Slicer [Republic] Companion • Clone
 Strength-6
 Vitality-3
 Resistance-6
 Delta. To play, spot a delta.
 Each time the alliance moves, if Fixer bears a possession and you can spot another delta, you may exert him to make an opponent discard a Dark Side condition.
 2C133
 
 
  •It Smells Like Bugs [Republic] Condition • Support Area
 At the start of the skirmish phase, make each delta assigned to a skirmish strength +1 until the end of that skirmish.
 Skirmish: Make a delta strength +2 for each minion he is skirmishing. If he wins the skirmish, he is damage +2. Discard this condition.
 2R134
 
 
  Retractable Vibro-blade [Republic] Possession • Hand Weapon
 Strength +1
 Bearer must be a delta.
 Bearer is strength +1 for each wound on each minion he is skirmishing.
 2C135
 
 
  •Scorch, Delta Ordnance [Republic] Companion • Clone
 Strength-6
 Vitality-3
 Resistance-6
 Delta. To play, spot a delta.
 At the start of Scorch’s skirmish, if he has a damage bonus, you may exert him to make an opponent discard a minion assigned to skirmish a delta.
 2C136
 
 
  •Sev, Delta Sniper [Republic] Companion • Clone
 Strength-6
 Vitality-3
 Resistance-6
 Delta. To play, spot a delta.
 At the start of the crossfire phase, if Sev has long range, you may exert him to make an opponent discard a minion.
 2C137
 
 
  Supremely Efficient [Republic] Event • Response
 If a [Republic] Clone wins a skirmish, exert him to wound a minion not assigned to a skirmish. If that Clone is a delta, add
  to discard that minion instead. 2U138
 
 
  Zero Hour [Republic] Event • Regroup
 Exert 2 deltas to discard 2 minions. If the move limit allows, move again this turn.
 2R139
 
 
 SITH CULTURE
 
 
  Dark Powers [Sith] Condition • Support Area
 Dark Side: Spot 3 burdens and play a [Sith] minion to make that minion damage +1 while skirmishing a companion with resistance 4 or less. Discard this condition.
 Dark Side: Spot 5 burdens and play a [Sith] minion to make that minion strength +4 until the regroup phase and damage +1 while skirmishing a companion with resistance 4 or less. Discard this condition.
 2U140
 
 
  Dark Temptation [Sith] Condition • Companion
 To play, spot a [Sith] minion. Limit 1 per bearer.
 Each time bearer wins a skirmish, you may spot another companion bearing a [Sith] condition to make the Light Side player choose to either wound the Ring-bearer or add a burden.
 2R141
 
 
  The Dealings of Tyranus [Sith] Event • Dark Side
 Exert a [Sith] minion (or spot Dooku) to reveal the top 3 cards of your draw deck. Play a revealed minion.
 2C142
 
 
  •Dooku, Darth Tyranus [Sith] Minion • Human
 Strength-11
 Vitality-3
 Roaming-5
 Duelist.
 While you can spot a minion of another culture, Dooku gains shroud.
 Skirmish: Exert a minion of another culture to make a companion skirmishing Dooku strength -1.
 2R143
 
 
  Emergency Powers [Sith] Condition • Support Area
 Each time a companion loses a skirmish, you may exert a [Sith] minion to add a [Sith] token here.
 Dark Side: Remove 2 [Sith] tokens here and spot a [Sith] minion to make that minion gain shroud until the regroup phase. Discard this condition.
 2R144
 
 
  A Great Disturbance [Sith] Event • Response
 If the Light Side player is about to draw a card (except during the regroup phase), exert your [Sith] minion to discard the top 3 cards of his or her draw deck.
 2U145
 
 
  He’s Still Alive [Sith] Event • Response
 If a [Sith] minion loses a skirmish, remove a burden to heal that minion and make it fierce until the regroup phase.
 2U146
 
 
  •Mara, Arica [Sith] Minion • Human
 Strength-10
 Vitality-3
 Roaming-5
 When you play Mara, spot a companion. Until the regroup phase, Mara is strength +3 and damage +1 while skirmishing that companion.
 Mara may be spotted as a [Criminal] minion.
 2R147
 
 
  Palpatine’s Ambition [Sith] Condition • Support Area
 When you play this condition, spot a [Sith] minion with vitality X to add X [Sith] tokens here.
 Skirmish: Remove a [Sith] token here or discard this condition to make a [Sith] minion skirmishing an undestined companion strength +1.
 2U148
 
 
  •Palpatine’s Domain [Sith] Condition • Support Area
 Station Location. To play, spot a [Sith] minion.
 Each time you play a [Sith] minion, you may exert that minion to add
  . 2R149
 
 
  •Undercover Mission [Sith] Condition • Support Area
 Your Mara may not take wounds.
 Skirmish: Discard this condition to make Mara strength +4.
 2U150
 
 
 YUUZHAN VONG CULTURE
 
 
  •Bring Us Their Heads [Yuuzhan Vong] Condition
 To play, exert a Yuuzhan Vong and spot a companion in the dead pile. Bearer must be a companion of the same culture.
 While skirmishing a Yuuzhan Vong, bearer is strength -2 for each card in the dead pile.
 2R151
 
 
  Calling for a Cease-fire [Yuuzhan Vong] Event • Maneuver
 Discard your Yuuzhan Vong of strength 9 or more to skip the crossfire phase this site.
 2U152
 
 
  Galactic Betrayal [Yuuzhan Vong] Event • Skirmish
 Exert a Yuuzhan Vong to make a companion he or she is skirmishing strength -1 for each other companion you spot.
 2R153
 
 
  Invader’s Ultimatum [Yuuzhan Vong] Event • Regroup
 Exert a Yuuzhan Vong to make it strength -5. Then discard the top X cards of the Light Side player’s draw deck, where X is that Yuuzhan Vong’s strength.
 2R154
 
 
  Yuuzhan Vong Interloper [Yuuzhan Vong] Minion • Yuuzhan Vong
 Strength-8
 Vitality-4
 Roaming-6
 Lurker.
 Each time another Yuuzhan Vong takes a wound, you may exert this minion to make it strength +2 until the regroup phase.
 2U155
 
 
 ADVENTURE PATH
 
 
  Entrance Cavern Desert. Urban. Light Side Droids (and companions with resistance 3 or less) are strength -1.
 2U156
 
 
  Holding Cell Military. Each time you claim a bounty, you may take a bounty condition into hand from your discard pile.
 2U157
 
 
  Ice Valley Tundra. At the start of the regroup phase, the Light Side player may add a threat and discard 2 cards from hand to draw 2 cards.
 2U158
 
 
  Jawa Camp Desert. Dwelling. At the start of each player’s turn, he or she may discard a card from hand to draw a card.
 2U159
 
 
  Jundland Wastes Desert. Tusken minions gain ambush
  . 2U160
 
 
  Mos Espa Tavern Dwelling. Urban. Each companion with resistance 4 or less is strength +2.
 2U161
 
 
  The Pit of Carkoon Desert. Battleground. The first savage minion played each Dark Side phase is damage +1 until the regroup phase.
 2U162
 
 
  Prefect’s Office Desert. Military. Skirmish: Remove a threat to make a non-Human companion (except the Apprentice) skirmishing your [Imperial] minion strength -2.
 2U163
 
 
  Tusken Camp Desert. Dwelling. Maneuver: Remove
  to play an [Alien] minion from your discard pile. You may not take another action this phase. 2U164
 |  
| 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 |  |  
| thonnas7 | 
| ![]() Posted: Mon Jan 15, 2007 12:36 pm |  |  |   
| Joined: 07 May 2006
Posts: 397
Location: Springfield, OR | 
| That’s really impressive.  |  
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