Yup yup, Mr. Lurtzy. Pretty fun site, eh? :hey:
Well, I've done 15 sites so far - if I've counted right - and I think doing 10 more will set up a really good foundation for the adventure path.
Now, because I'm really anxious to start spoiling the Mandalorian culture, I'll be doing 3 sites at a time! Try to keep up!
Coruscant
Core. Urban. When the alliance moves to Coruscant, each player reconciles his or her hand.
I knew from the get-go that Coruscant needed to have a movement-based effect. Being the capital, its highlight is its placement in the galaxy, and after figuring that much, I decided to focus on the fact that Coruscant was a draw for any space-traveling citizen. Coruscant has it all. This site makes everybody reconcile their hand (an obvious boon for a double-moving LS player). This, however, can lead any player intro trouble, as his or her deck may be running low, or maybe there's a card in play that keys off of hand reconciliation (wink wink).
Death Star II
Outer. Vacuum. When the alliance moves to Death Star II, if it is in region 2 or 3, no player may play events or conditions from his or her hand, draw deck, or discard pile until the start of the regroup phase.
This was one of those sites I was both looking forward to and dreading at the same time. It's hard enough to summarize a planet into a sentence or two of gametext; the climactic superweapon of the last installment of the original trilogy is a much taller order. My first instinct was to give this site a generic bonus for piloting characters, but I felt that would lack the "oomph" the site needs. So I wrote something else, basically off the top of my head. After a lot of toiling, I arrived at what you can see above. A site that forces every player to run with what they've got out already. It represents how the Rebels had "one shot" at destroying the superweapon, and how the Emperor held the Imperial fleet in check, choosing to play mind-games with the heroes first.
But I had a different gametext lined up for Death Star II, which migrated to another site:
Endor
Outer. Forest. Each time your companion is killed or discarded from play, you may pay his or her twilight cost to return him or her to your hand instead.
I thought this was a pretty good Death Star II text, until it dawned on me that I was writing to describe the Battle of Endor more than anything else. I mean - throughout that prolonged engagement (ranging from the Rebel insertion on the surface to Lando's
escape from the core of the behemoth) - how many "close calls" did all the characters have? I could list them all day... Leia being saved by Wicket, Luke/Threepio saving everyone in the Ewok village, Lando's aforementioned
escape. The Force certainly was with our heroes that day, and I felt it pertinent to translate that sense of destiny/purpose into card form.