A New Hope
| A New Hope | |
|---|---|
| Game/Set | Star Wars CCG |
| Expansion | A New Hope |
| Publisher | Decipher |
| Country | USA |
| Date | July 1996 |
| Language | English |
| Cards Total | 162 |
| Card Size | 63x88mm |
A New Hope is the 5th expansion of Star Wars CCG. It is published by Decipher 1996 and consists of 162 cards. This expansion was available in 15-card boosters.
A New Hope is the 1st expansion of Star Wars CCG (CardGuide numbering: 5th product).
Important debuts included Chewbacca and R2-D2, the Death Star as a system card, creatures, and a mechanic that allowed for the destruction of entire planets. Other languages on CardGuide: JP.
Sources
- Star Wars CCG: The Expansions at Decipher.com (archive, 4 May 1999)
- Star Wars CCG cardlists at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007)
- A New Hope Limited at Wookieepedia
Card list
Light Side
Character
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Arcona | Character | C2 | 3 | Power +1 under 'nighttime conditions.' May move away from a battle at same site as a 'react.' | |
| Brainiac | Character | R1 | π | * Power = v(3(X-Y)+2(A-B)+ p) (minimum power = 1). X = Dark Side hand cards; Y = Light Side hand cards; A = total number of Dark icons in play; B = total number of Light icons in play; π = 3.141592653589793238462643383... | |
| Chewbacca | Character | R2 | 1 | Power +1 at same location as Han. Adds 2 to power of anything he pilots. When piloting Falcon, also adds 1 to maneuver. Your vehicles, starships, and droids at same site that are 'hit' and about to be lost go to Used Pile instead. | |
| Commander Evram Lajaie | Character | C1 | 2 | When at a Yavin 4, Hoth or Endor site, Rebel starships may move to the related system as a 'react'. | |
| Commander Vanden Willard | Character | U2 | 2 | When at a war room you control, adds 1 to power of each Rebel starship at the related system. May use 1 Force to cancel Astromech Shortage. | |
| Corellian | Character | C2 | 3 | Once per turn, one weapon or device is deploy -1 onto a Rebel at same site. | |
| Doikk Na'ts | Character | U2 | 3 | For each other musician at same site, the ability required to draw battle destiny here increases by 1 for both players. | |
| Garouf Lafoe | Character | U2 | 3 | Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent's characters at same Hoth site. Game text suspended if at same site as a tax collector. | |
| Het Nkik | Character | U2 | 3 | * Deploys only on Tatooine for 2 Force from each player's Force Pile. Het is power +1 for each Stormtrooper at same site, unless Reegesk is present. | |
| Hunchback | Character | R1 | 3 | On a hunch, if opponent just initiated a Force drain at an adjacent site, you may use 1 Force to search opponent's Force Pile and place out of play one card there that has 'back' in the title; reshuffle. | |
| Ickabel G'ont | Character | U2 | 3 | Opponent must use X Force when Force draining at any adjacent site, where X = the number of other musicians present with Ickabel. | |
| M-HYD 'Binary' Droid | Character | U1 | 2 | Adds 2 to forfeit of each non-droid character at same and adjacent sites. At any time, any player may use 1 Force to turn M-HYD off (face down) or on again (face up). | |
| Nalan Cheel | Character | U2 | 3 | After using Bith Shuffle, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May reshuffle without peeking. | |
| R2-D2 (Artoo-Detoo) | Character | R2 | 2 or 5 | While aboard any starfighter, adds 2 to power, maneuver and hyperspeed (3 on Red 5). If at a Scomp link when opponent draws destiny of: 1-3, you may activate one Force; 4-6, you may draw top card from Reserve Deck. | |
| R5-D4 (Arfive-Defour) | Character | C2 | 4 | While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. | |
| RA-7 (Aray-Seven) | Character | C2 | 4 | May transfer character weapons (for free) to or from your other characters present. May carry up to four such weapons at one time. | |
| Rebel Commander | Character | C2 | 2 | Adds 1 to forfeit of each of your other Rebels (except leaders) at same site. Bothan spies deploy free to same location. | |
| Rebel Squad Leader | Character | C3 | 1 | Adds 1 to forfeit of your other troopers and Rebel Guards at same site. When moving with a 'squad' of exactly three other troopers and/or Rebel Guards, all four move for 1 Force. Rebel Guards at same site may move. | |
| Rebel Tech | Character | C1 | 2 | When at your war room: Cumulatively adds 1 to total of Attack Run. OR Once during each of your control phases, may send this tech to your Used Pile and take Death Star: Trench into hand from Reserve Deck; reshuffle. | |
| Saurin | Character | C2 | 3 | At any time, may use 1 Force to remove (lose) a Restraining Bolt at same site. Receives an extra power +1 when 'protected' by Sai'torr Kal Fas. | |
| Tiree | Character | U2 | 2 | Adds 2 to power of anything he pilots. When piloting Gold 2, also adds 1 to maneuver and (when in Death Star: Trench) adds 1 to total of Attack Run. | |
| Tzizvvt | Character | R2 | 3 | May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin. | |
| Wedge Antilles | Character | R1 | 4 | Adds 3 to power of anything he pilots. When piloting Red 2, also adds 2 to maneuver and draws one battle destiny if not able to otherwise. May use 1 Force to take one Corellian Slip into hand from Reserve Deck; reshuffle. | |
| Zutton | Character | C1 | 2 | Where present, just before opponent draws battle destiny, you may use 1 Force to reduce opponent's total battle destiny by 1. |
Device
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Fire Extinguisher | Device | U2 | 5 | Deploy on your astromech droid. Cancels an 'exploding' Program Trap here. Any starship it is aboard is immune to Lateral Damage and ion cannons. If deployed on R2-D2, may lose Fire Extinguisher to cancel a battle just initiated where present at a site. | |
| Magnetic Suction Tube | Device | R2 | 3 | Deploy on your sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, 'suck up' character (relocate to related interior Sandcrawler site or owner's Used Pile). | |
| Rectenna | Device | C2 | 3 | Use 1 Force to deploy on your starship. You may deploy cards as a 'react' to a battle at same system or sector. | |
| Remote | Device | C2 | 4 | Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select one character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present. | |
| Sensor Panel | Device | U2 | 3 | Use 1 Force to deploy on your non-creature vehicle. Adds 1 to power and landspeed. Once per turn, when you play Radar Scanner, you may use 1 Force to move one additional Effect or Interrupt card found in opponent's hand to Used Pile. |
Effect
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Cell 2187 | Effect | R1 | 5 | Deploy on any Death Star site except Docking Bay 327. Target your spy or leader not on Death Star. When target reaches Utinni Effect, draw destiny. Release that many captives from the Detention Block Corridor. Lose Utinni Effect. | |
| Commence Recharging | Effect | R2 | 5 | Deploy on a superlaser. May not fire at a planet unless 8 cards stacked here. If fewer than 8 cards stacked here, opponent may stack top card of Force Pile here. If just fired at a system, Effect is canceled. If Effect canceled, cards stacked here are placed in Used Pile. | |
| Eject! Eject! | Effect | C2 | 4 | Use 1 Force to target a starfighter having one or more permanent pilots. Draw destiny. If destiny > 2, deploy on starfighter to remove all permanent pilots (otherwise, Effect is lost). May add 1 pilot for each permanent pilot removed. (Immune to Alter.) | |
| Grappling Hook | Effect | C2 | 5 | If opponent just played an Interrupt, use 1 Force to deploy on table and stack that Interrupt here. All Interrupts of that title are unique (•). (Immune to Control.) | |
| Logistical Delay | Effect | U2 | 3 | Use 3 Force to deploy on opponent's side of table. All opponent's TIEs are deploy +1. | |
| Luke's Cape | Effect | R1 | 4 | Use 2 Force to deploy on a Rebel or alien. If Luke's Cape is not at a Tatooine location, your total Force generation is +1. That character is immune to attrition < 3. | |
| Merc Sunlet | Effect | C2 | 4 | Deploy on your non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) | |
| Scanner Techs | Effect | U1 | 5 | Deploy on your side of table. Radar Scanner is immune to Sense. If Radar Scanner is played against an opponent who has more than 13 cards in hand, opponent loses all Jawas, Tusken Raiders and stormtroopers found there. | |
| Solomahal | Effect | C2 | 4 | Deploy on your warrior to give that warrior scout skill. That warrior may move as a 'react.' OR Deploy on your scout. When that scout 'reacts,' it is power +2 for remainder of turn. (Immune to Alter.) | |
| They're On Dantooine | Effect | R1 | 5 | Once per game, use 2 Force to deploy on Dantooine system. Target Death Star. Opponent may not play Commence Primary Ignition until target reaches Dantooine, canceling Utinni Effect. | |
| Undercover | Effect | U2 | 5 | Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily 'break cover' (lose Effect) if at a site. (Immune to Alter.) | |
| What're You Tryin' To Push On Us? | Effect | U2 | 3 | Use 3 Force to deploy on table and stack one just-played interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) |
Interrupt
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Advance Preparation | Interrupt | U1 | 6 | USED: Place out of play any one of the following from your hand: Attack Run, You're All Clear Kid, Death Star: Trench or Rebel Tech. Retrieve 1 Force. LOST: Use 3 Force to retrieve Attack Run. | |
| Alternatives To Fighting | Interrupt | U1 | 3 | Use 3 Force to cancel a battle just initiated at a system or sector. OR Cancel Besieged. OR Release (move for free) all your characters from a captured starship to your side of any docking bay site. | |
| Blast The Door, Kid! | Interrupt | C2 | 4 | If a battle was just initiated at an interior site, use 1 Force; for remainder of battle, all characters of ability > 2 and all leaders (on both sides) are simultaneously excluded from that battle. | |
| Blue Milk | Interrupt | C2 | 4 | USED: Select a player to activate 1 Force. LOST: Cancel Juri Juice or Hypo. | |
| Corellian Slip | Interrupt | C2 | 4 | If opponent just initiated a Tallon Roll, add your maneuver + ability of one pilot on you targeted starfighter to your total. OR Decrease the maneuver of an opponent's starfighter by 1 for remainder of this turn. | |
| Double Agent | Interrupt | R2 | 6 | If both players have a spy at same site, draw destiny. Add 2 if opponent's spy is Undercover. Opponent's spy is lost if total destiny > 2. OR Opponent's Tonnika Sisters present at a site cross to your side. | |
| Grimtaash | Interrupt | C2 | 2 | USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Cancel Molator (even at a holosite). OR Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. | |
| Houjix | Interrupt | C2 | 1 | During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Sunsdown. | |
| I Have A Very Bad Feeling About This | Interrupt | C2 | 3 | If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR If opponent just 'reacted' to a battle, cancel the battle. | |
| I'm Here To Rescue You | Interrupt | U1 | 6 | If you have a spy present at the Detention Block Corridor, target a captive there. Draw destiny. If destiny + ability of spy > ability of captive, target is released. Otherwise, spy is captured. OR Cancel Spice Mines Of Kessel (releasing targeted captive). | |
| Let The Wookiee Win | Interrupt | R1 | 5 | During a battle at a holosite, add one battle destiny. OR Target an opponent's character of ability < 5 present with your Wookiee that just participated in a battle you lost; character is Disarmed (power -1 and may no longer carry weapons). Stack on that character. | |
| Out Of Commission | Interrupt | U2 | 5 | During your control phase, use 2 Force to release a starship held by any Tractor Beam. (Not effective on Death Star Tractor Beam if Central Core in play.) OR Randomly select one card from opponent's Lost Pile or Blaster Rack and place out of play. | |
| Quite A Mercenary | Interrupt | C2 | 5 | If Elis Helrot just completed a transport, use 2 Force. Elis and all character transported are lost. (Immune to Sense.) OR Prevent a just deployed smuggler from moving this turn. | |
| Sabotage | Interrupt | U1 | 5 | During your control phase, target one weapon, device or vehicle at same site as your Undercover spy. Draw destiny. If destiny > target's deploy cost, target is lost (may be stolen instead if spy also a thief). OR Cancel Informant. | |
| Sorry About The Mess | Interrupt | U1 | 4 | During your control phase, fire one of your weapons. If Han firing, may add 1 to each weapon destiny draw. (A seeker may be targeted by a character weapon, as if a character with defense value of 4.) Any 'hit' targets are immediately lost. | |
| Wookiee Roar | Interrupt | R1 | 3 | If Chewie is defending a battle alone at a site, add two battle destiny. OR Use 3 Force to take Chewie into hand from Reserve Deck; reshuffle. OR Scare off (lose) one 'mouse' droid on table. | |
| You're All Clear Kid! | Interrupt | R1 | 3 | Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during an Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard. |
Location
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Clak'dor VII | Location | R2 | 0 | Light: If you occupy, each Bith character is destiny +2. Dark: If you control, each Bith character is destiny -1 and Ghhhk is power +2 in battles at a holosite. | |
| Corellia | Location | R1 | 0 | Light: Your Falcon and your Corellian corvettes may deploy here as a 'react.' Dark: Your starships are hyperspeed +1 when moving from here. | |
| Death Star: Trench | Location | R2 | 0 | Light: 'Trench Rules' in effect and each of your starfighters is maneuver - 2 here. Dark: 'Trench Rules' in effect, your weapons fire free and Turbolaser Battery may deploy here. | |
| Dejarik Hologameboard | Location | R1 | 0 | Light: 'Dejarik Rules' in effect here. Dark: 'Dejarik Rules' in effect here. Site converted by Imperial Holotable. | |
| Kashyyyk | Location | C1 | 0 | Light: Your Wookiees and smugglers deploy -2 here. Dark: Total ability of 6 or more required for you to draw battle destiny here. | |
| Ralltiir | Location | C1 | 0 | Light: Your starships may move here as a 'react.' Dark: Your capital starships deploy -2 here. | |
| Sandcrawler: Loading Bay | Location | R1 | 0 | Light: Deploy on your sandcrawler. Each Jawa is forfeit +2 here. 'Nighttime conditions' here. Dark: Your characters may enter/exit here for 1 Force each. 'Nighttime conditions' here. | |
| Yavin 4: Briefing Room | Location | U1 | 0 | Light: If you control, with a leader here, may add 1 to total of Attack Run. Dark: If you control, Force drain +1 here and subtract 1 from total of Attack Run. | |
| Yavin 4: Massassi Ruins | Location | U1 | 0 | Light: If you control, with a leader here, your starships are each power +1 at Death Star system. Dark: If you control, Force drain +1 here. |
Starship
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Gold 2 | Starship | U1 | 2 | May add 2 pilots or passengers. May forfeit in place of your other starfighter hit in Death Star: Trench, restoring that starfighter to normal. | |
| Red 2 | Starship | R1 | 2 | May add 1 pilot and 1 astromech. Immune to attrition < 3 if Wedge piloting. | |
| Red 5 | Starship | R1 | 2 | May add 1 pilot and 1 astromech. Immune to attrition < 4 if Luke piloting. When firing in an Attack Run, adds 1 to total. | |
| Red 6 | Starship | U1 | 6 | May add 1 pilot. Opponent may add 2 to destiny drawn for I've Got A Problem Here when targeting Red 6. | |
| Tantive IV | Starship | R1 | 1 | May be deployed even without presence or Force icons. May add 3 pilots and 4 passengers. Has ship-docking capability. Permanent pilot provides ability of 2. | |
| Y-wing Assault Squadron | Starship | U1 | 3 | * Replaces 3 Y-wings at one location (Y-wings go to Used Pile). May add 3 pilots or passengers. Permanent pilots provide total ability of 3. |
Vehicle
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Incom T-16 Skyhopper | Vehicle | C2 | 3 | May add 1 passenger. Permanent pilot provides ability of 1. May move as a 'react.' * Landspeed = 4. OR 1 character may shuttle to or from same site for free. | |
| Rogue Bantha | Vehicle | U1 | 4 | May add 2 'riders' (passengers). Bantha ability = ½. May move as a 'react.' Whenever a battle was just initiated at same site, one Tusken Raider present (your choice) is 'trampled' (immediately lost). |
Weapon
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Bowcaster | Weapon | R2 | 2 | Use X Force to deploy on your warrior, where X = (7 - warrior's power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value. | |
| Jawa Ion Gun | Weapon | C2 | 3 | Use 1 Force to deploy on your Jawa, 3 on your warrior. May target a character using 1 Force. Draw destiny. Targeted droid stolen if destiny +1 > forfeit. Targeted non-droid character excluded from battle if destiny = defense value. | |
| Luke's Hunting Rifle | Weapon | U1 | 5 | Use 1 Force to deploy on Luke or Owen Lars, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. | |
| Motti Seeker | Weapon | R2 | 3 | Deploys for 1 Force to an unoccupied site. Deploys and moves like an undercover spy. When present with Motti (or pilot) of ability < 3, choose one to be immediately lost (treat as an 'all cards' situation). Seeker also lost. | |
| SW-4 Ion Cannon | Weapon | R2 | 5 | Use 1 Force to deploy on your Y-wing or B-wing. May target a starship using 1 Force. Draw destiny. If destiny > target's defense value, all starship weapons deployed on target are lost, armor or maneuver = 0 and hyperspeed = 0. |
Epic Event
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Attack Run | Epic Event | R2 | 0 | Deploy on Death Star: Trench. During your move phase, you may make an Attack Run as follows: Enter Trench: Move up to 3 of your starfighters into trench (for free). Dark Side may immediately follow with up to 3 TIEs (for free). Provide Cover: Identify your lead starfighter (Proton Torpedoes* required) and wingmen (if any). Turbolaser Batteries and TIEs with weapons may now target your starfighters (wingmen first, then lead if no wingmen remaining). Hit starfighters are immediately lost. It's Away!: Draw two destiny. Pull Up!: All starfighters now move to Death Star system (for free). If (total destiny + X + Y - Z) > 15, Death Star is 'blown away.' X = ability of lead pilot (or 3 if Targeting Computer aboard) just before Pull Up!. Y = total sites at largest Rebel Base (Yavin 4 or Hoth). Z = highest ability of opponent's TIE pilots in trench just before Pull Up!. *Your Proton Torpedoes are immune to Overload. |
Dark Side
Character
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Advosze | Character | C2 | 2 | Adds 2 to power of anything he pilots. Whenever you deploy a weapon or device from hand at same location, activate 1 Force as a 'kickback.' Limit of one Advosze per location. | |
| Captain Khurgee | Character | U1 | 2 | Once during each of your control phases, you may use 2 Force to take one Scanning Crew into hand from Reserve Deck; reshuffle. | |
| Dannik Jerriko | Character | R1 | 2 | Once per battle, may use 1 Force to 'eat the soup' of (place out of play) one opposing non-droid character just lost or forfeited at same site. * Power = 1 + total ability of all victims whose soup was eaten. | |
| Danz Borin | Character | U2 | 3 | Adds 3 to power of anything he pilots. Adds 1 to weapon destiny draws of anything he is aboard as a passenger. | |
| Death Star Gunner | Character | C1 | 2 | If on Death Star: Cumulatively adds 2 to total of Commence Primary Ignition. OR During your control phase, may send this gunner to your Used Pile and take Superlaser into hand from Reserve Deck; reshuffle. | |
| Defel | Character | C2 | 3 | Under 'nighttime conditions,' may use 1 Force to 'hide' (exclude himself) from a battle. While at a site affected by Revolution, opponent must lose 1 Force during your control phase. | |
| DS-61-4 | Character | R2 | 2 | Adds 3 to power of anything he pilots. When piloting Black 4, also may draw one battle destiny if not able to otherwise. May use 1 Force to take one Lone Pilot into hand from Reserve Deck; reshuffle. | |
| Greedo | Character | R1 | 2 | During opponent's control phase, may 'threaten' one smuggler at same site. Opponent may use all Force Pile cards to cancel threat, allowing you to activate same amount. Otherwise, draw destiny. If destiny + Greedo's ability > 6, smuggler lost. | |
| Hem Dazon | Character | R1 | 4 | Once during each of your deploy phases, may place, face down, one card from hand or Force Pile under Hem, as 'salt consumption.' If Hem lost, cards underneath also lost. *Power = 1 + number of cards underneath. | |
| Imperial Commander | Character | C2 | 2 | Adds 1 to forfeit of each of your other Imperials (except leaders) at same site. | |
| Imperial Squad Leader | Character | C3 | 1 | Adds 1 to forfeit of your other troopers at same site. When moving with a 'squad' of exactly three other troopers, all four move for 1 Force. Imperial Trooper Guards at same site may move. | |
| IT-O (Eyetee-Oh) | Character | R1 | 2 | When at Detention Block Corridor, adds X to your Force drains there, where X = the number of captives present. Immune to Restraining Bolt. | |
| Lirin Car'n | Character | U2 | 3 | For each other musician present, adds a 'cover charge' of 1 to the Force required to move or deploy each character to same site. | |
| Lt. Pol Treidum | Character | C1 | 3 | While at Docking Control Room 327, adds 2 to your total power at Docking Bay 327. Once during each of your control phases, if at same site as an Undercover spy, may draw destiny. Spy's 'cover is broken' if destiny = spy's ability. | |
| Lt. Shann Childsen | Character | U1 | 2 | Power +2 when at Detention Block Corridor or Detention Block Control Room. Also, power +2 when an opponent's alien is present (+3 if alien is a Wookiee, Talz or Ewok). | |
| Mosep | Character | U2 | 3 | When opponent is losing Force from Force drains at the same or an adjacent site, lost Force must come from Reserve Deck if possible. | |
| Officer Evax | Character | C1 | 2 | Adds 2 to power of anything he pilots. When at a Death Star site, Imperial starships may move to the Death Star system as a 'react.' | |
| R2-Q2 (Artoo-Kyootoo) | Character | C2 | 3 | While aboard any starfighter, adds 1 to power, maneuver and hyperspeed. When at a Scomp link during your draw phase, may use 1 Force to peek at top three cards of your Reserve Deck. | |
| R3-T6 (Arthree-Teesix) | Character | R1 | 2 | While aboard your capital starship, adds 1 to power and 2 to hyperspeed, and that starship is immune to attrition < 4. While at Death Star: Central Core, hyperspeed of Death Star system = 2. | |
| R5-A2 (Arfive-Aytoo) | Character | C2 | 4 | While aboard any starship, adds 1 to power and maneuver. During your control phase, if aboard your starship damaged by an ion cannon, restores armor/maneuver and hyperspeed. | |
| Reegesk | Character | U2 | 3 | Once during each of your control phases, may lose 1 Force to take one vehicle, droid, weapon or device from opponent's Lost Pile or Crash Site Memorial into hand to use as your own. | |
| Reserve Pilot | Character | U1 | 3 | Adds 1 to power of anything he pilots. When piloting Black 2, Black 3 or Black 4, also adds 1 to maneuver and draws one battle destiny if not able to otherwise. | |
| Rodian | Character | C2 | 3 | Adds 1 to power of each of your bounty hunters and smugglers (but subtracts 1 from Greedo's power) at same site. Adds 1 to power of anything he pilots. | |
| Tech Mo'r | Character | U2 | 6 | After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May reshuffle without peeking. | |
| Trooper Davin Felth | Character | R2 | 2 | While he is on Tatooine, Local Trouble and Look Sir, Droids are Used Interrupts. Opponent may select target when using Friendly Fire at same site as Felth. | |
| U-3PO (Yoo-Threepio) | Character | R1 | 3 | Deploys only to a site as an Undercover spy. If Undercover at a battle, adds his power to Light Side. If U-3PO just had his 'cover broken,' Light Side may steal him. | |
| URoRRuR'R'R | Character | U2 | 3 | Deploys only on on Tatooine. When at same site as another Tusken Raider, may draw one battle destiny if not able to otherwise. | |
| WED15-l7 'Septoid' Droid | Character | U2 | 2 | * Forfeit value begins at 7. When 'forfeited,' droid remains in play, but forfeit value is reduced by the amount of attrition or battle damage absorbed. Droid lost when forfeit value reaches zero. |
Creature
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Dianoga | Creature | R2 | 3 | * Ferocity = (power/ferocity of last character or creature eaten) + destiny. Habitat: exterior Dagobah sites, Trash Compactor and Dark Waters. |
Device
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Death Star Tractor Beam | Device | R2 | 3 | Use 2 Force to deploy on Docking Bay 327. At the end of a battle at Death Star system, may target an opponent's starship present (except a Mon Calamari star cruiser) using 2 Force. Draw two destiny. Target captured if total destiny > defense value. | |
| Hypo | Device | R1 | 5 | Deploy on your IT-O. Once during each of your control phases, if present with a captive: You may ask one yes-or-no question about cards in opponent's hand. Opponent must answer truthfully or lose 1 Force. OR May add 1 to Force drain where present. | |
| Laser Gate | Device | U2 | 4 | Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3; may be targeted (as if a character) by a character weapon from either site. | |
| Magnetic Suction Tube | Device | R2 | 3 | Deploy on your Sandcrawler. Once during each of your control phases, may target one character present. Draw destiny. If destiny > character's ability, 'suck up' character (relocate to related interior Sandcrawler site or owner's Used Pile). | |
| Tractor Beam | Device | U1 | 3 | Use 2 Force to deploy on your Star Destroyer. At the end of a battle at same system or sector, may target an opponent's starship present (except Mon Calamari Star Cruiser) using 2 Force. Draw destiny. Target captured if destiny > defense value. |
Effect
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Astromech Shortage | Effect | U2 | 3 | Use 3 Force to deploy on opponent's side of table. All opponent's starships with a [Nav Computer] icon are deploy +1. | |
| Besieged | Effect | R2 | 5 | Deploy on a captured starship. Your characters present with captured starship may battle opponent's characters aboard it (as if present together at a site). Effect canceled if starship escapes or is stolen. | |
| Come With Me | Effect | C2 | 4 | Use 1 Force to target a starfighter having one or more permanent pilots. Draw destiny. If destiny > 2, deploy on starfighter to remove all permanent pilots (otherwise, Effect is lost). May add one pilot for each permanent pilot removed. (Immune to Alter.) | |
| Dark Waters | Effect | R2 | 2 | Deploy on any exterior planet site (except Hoth) or any interior vehicle site. Opponent's Force drains are -1 here. (Immune to Alter when a swamp creature is present.) | |
| Hyperwave Scan | Effect | U1 | 5 | Deploy on your side of table. Scanning Crew is immune to Sense. If Scanning Crew is played against an opponent who has 13 or more cards in hand, opponent also loses all cards with 'Rebel' in the title found there. | |
| Imperial Justice | Effect | C2 | 3 | If opponent is generating at least 4 more Force than you, deploy on a location to cancel all Force generation at that location. OR Deploy on a location. It is now immune to Revolution. | |
| Krayt Dragon Bones | Effect | U1 | 3 | Use 1 Force to deploy on table. Each opponent's destiny draw, you do the following: (0) Put top used card in hand; (1) lose 1 Force; (2) activate 1 Force; (3) lose this Effect; (4) retrieve 1 Force; (5) deploy a character for free; (6+) nothing. | |
| Maneuver Check | Effect | R2 | 4 | Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost. | |
| Program Trap | Effect | U1 | 4 | Use 2 Force to deploy on an opponent's droid (except R2-D2 and C- 3PO), 1 on your droid. When either player draws a destiny matching the number of characters at same site, droid 'explodes' (all characters present are lost). | |
| Spice Mines Of Kessel | Effect | R1 | 4 | Deploy on Kessel system (may not be moved). Target one captive and one trooper to escort captive. When targets reach Utinni Effect, retrieve Force equal to captive's forfeit (captive and Utinni Effect lost). If trooper lost en route, captive released. | |
| Swilla Corey | Effect | C2 | 4 | Deploy on your non-thief to give that character thief skill. Once during each of your control phases, may target one device at same site. Draw destiny. If destiny < target's destiny number, it is stolen. OR Deploy on a weapon to prevent theft. (Immune to Alter.) | |
| Tentacle | Effect | C2 | 5 | If opponent just played an Interrupt, use 1 Force to deploy on table and stack that Interrupt here. All Interrupts of that title are unique (•). (Immune to Control.) | |
| There'll Be Hell To Pay | Effect | U2 | 3 | Use 3 Force to deploy on table and stack one just-played Interrupt here. To play any new Interrupt of the same name, player must first stack it here and use +1 Force for each Interrupt in stack, even if Interrupt is normally free. (Immune to Control.) | |
| Undercover | Effect | U2 | 5 | Deploy on your spy at a site and cross spy to opponent's side. Spy is now Undercover. During your deploy phase, may voluntarily 'break cover' (lose Effect) if at a site. (Immune to Alter.) |
Interrupt
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Evader | Interrupt | U1 | 4 | USED: Cancel all Revolutions in play (owner loses 1 Force for each). LOST: If Vader or Vader's Custom TIE was just lost, relocate that card to Used Pile. OR Relocate to Used Pile one Imperial just lost from any Death Star location. | |
| Ghhhk | Interrupt | C2 | 1 | During the damage segment of a battle you lost, if you have no cards left that can be forfeited, cancel all remaining battle damage. (Immune to Sense.) OR Cancel Nightfall. | |
| I'm On The Leader | Interrupt | R1 | 3 | Target opponent's starfighter making an Attack Run. Draw destiny. Add 1 for each of your TIEs in Death Star: Trench. If total destiny > maneuver, starfighter is lost. OR Add 1 to weapon destiny draws of any starfighter for remainder of this turn. | |
| Informant | Interrupt | U1 | 6 | If a battle was just initiated at same site as your Undercover spy, your characters at adjacent sites may move there as a 'react' (for free). OR Cancel Sabotage. | |
| Monnok | Interrupt | C2 | 2 | USED: If opponent has 13 or more cards in hand, place all but 8 (random selection) in Used Pile. LOST: Use 4 Force to reveal opponent's hand. All cards opponent has two or more of in hand are lost. | |
| Ng'ok | Interrupt | C2 | 3 | If opponent just deployed four or more characters to same location this turn, prevent all of those characters from battling this turn. OR if opponent just 'reacted' to a battle, cancel the battle. | |
| Oo-ta Goo-ta, Solo? | Interrupt | C2 | 5 | If Nabrun Leids just completed a transport, use 2 Force. Nabrun is lost and all Rebels transported are captured. (Immune to Sense.) OR Prevent a just-deployed smuggler from moving this turn. OR Cancel a Kessel Run. | |
| Retract The Bridge | Interrupt | R1 | 3 | During your deploy phase, use X Force to rearrange all interior Death Star sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge. | |
| Sniper | Interrupt | U1 | 3 | During your control phase, fire one of your weapons. If URoRRuR'R'R firing, may add 2 to each weapon destiny draw. (A seeker may be targeted by a character weapon, as if a character with defense value of 4.) Any 'hit' targets are immediately lost. | |
| Stunning Leader | Interrupt | C2 | 4 | If a battle was just initiated at an interior site, use 1 Force; for remainder of battle all characters of ability > 2 and all leaders (on both sides) are simultaneously excluded from that battle. | |
| This Is Some Rescue! | Interrupt | U1 | 6 | Cancel I'm Here To Rescue You, Plastoid Armor, Out Of Commission, Alternatives To Fighting, Cell 2187 or Ewok Rescue. | |
| We Have A Prisoner | Interrupt | C2 | 3 | Use 1 Force if opponent's character is about to be lost or forfeited from battle. It is captured instead (character is first restored to normal). OR Use X Force to capture all characters on board a captured starship, where X = twice the number of characters. |
Location
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Death Star | Location | R2 | 0 | Dark: X = parsec of current position. Deploys only at parsec 0. Hyperspeed = 1. Immune to Revolution. If this is your starting location, Light Side goes first in game. Light: - | |
| Death Star: Conference Room | Location | U1 | 0 | Dark: If you control, with a leader here, may add 1 to total of Commence Primary Ignition. Light: Force drain +1. If you control, may subtract 1 from total of Commence Primary Ignition. | |
| Imperial Holotable | Location | R1 | 0 | Dark: 'Dejarik Rules' in effect here. Light: 'Dejarik Rules' in effect here. Site converted by Dejarik Hologameboard. | |
| Kashyyyk | Location | C1 | 0 | Dark: Force drain +1 here. If you control, all Wookiees on table are forfeit -3. Light: Your starships with any Wookiee aboard are power and forfeit +2 here. | |
| Kiffex | Location | R1 | 0 | Dark: If you occupy with exactly 2 starships, your total power here is +2 and Tonnika Sisters anywhere are doubled. Light: If you occupy with exactly 2 starships, your total power here is +2. | |
| Ralltiir | Location | C1 | 0 | Dark: Devastator is power +1 here and may move to or from here for free. Light: Tantive IV is power +1 here. | |
| Sandcrawler: Droid Junkheap | Location | R1 | 0 | Dark: Deploy on your sandcrawler. Each Jawa is forfeit +2 here. 'Nighttime conditions' here. Light: Your characters may enter/exit here for 1 Force each. 'Nighttime conditions' here. | |
| Tatooine: Bluffs | Location | R1 | 0 | Dark: 'Bluff Rules' in effect here. Light: 'Bluff Rules' in effect here. |
Starship
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Black 4 | Starship | U2 | 2 | May add 1 pilot. May deploy with a pilot as a 'react' to a battle where you have a TIE (for free if TIE is Black 2 or 3). | |
| Conquest | Starship | R1 | 1 | May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Just after initiating battle against Falcon, may peek at opponent's hand. | |
| TIE Assault Squadron | Starship | U1 | 3 | * Replaces 3 TIE/lns at one location (TIE/lns go to Used Pile). Permanent pilots provide total ability of 3. | |
| TIE Vanguard | Starship | C2 | 3 | Permanent pilot provides ability of 1. You may deploy cards to same system or sector as a 'react'. | |
| Victory-Class Star Destroyer | Starship | U1 | 2 | May add 4 pilots, 6 passengers, 1 vehicle and 3 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Adds 1 to your total power in battles at related planet sites. |
Vehicle
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Bespin Motors Void Spider THX 1138 | Vehicle | C2 | 2 | May add 3 passengers. Permanent pilot provides ability of 1. May move as a 'react.' *Landspeed = 3. OR Up to 3 characters may shuttle to or from same site for free. | |
| Mobquet A-1 Deluxe Floater | Vehicle | C2 | 4 | May add 1 driver and 1 passenger. Moves free if Jabba or any bounty hunter aboard. May move for free as a 'react' to a battle where your thief, smuggler or bounty hunter is participating. |
Weapon
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Enhanced TIE Laser Cannon | Weapon | C2 | 5 | Use 1 Force to deploy on your TIE. May target a starship using 1 Force. Draw destiny. Subtract 2 if targeting a capital starship. Target hit if total destiny > defense value. | |
| Jawa Blaster | Weapon | C2 | 4 | Deploy on your Jawa. May target a character or creature for free. Draw destiny. If destiny -1 > defense value, target hit. If destiny = 0, Jawa Blaster 'explodes' (weapon and character firing it are lost). | |
| Leia Seeker | Weapon | R2 | 3 | Deploys for 1 Force to an unoccupied site. Deploys and moves like an undercover spy. When present with Leia (or warrior) of ability < 3, choose one to be immediately lost (treat as an 'all cards' situation). Seeker is also lost. | |
| Superlaser | Weapon | R2 | 3 | Deploy on Death Star system at parsec 0. May target a capital starship at Death Star system, or at a system it orbits, using 4 Force. Draw two destiny. Target hit if total destiny > defense value. | |
| URoRRuR'R'R's Hunting Rifle | Weapon | U1 | 5 | Use 1 Force to deploy on URoRRuR'R'R or Chief Bast, 3 on your non-droid character. May target a character or creature using 1 Force. Draw destiny. Subtract 1 if targeting a character. Add 2 if targeting a creature. Target hit if total destiny > defense value. |
Epic Event
| Image | Card | Type | Rarity | Destiny | Game text |
|---|---|---|---|---|---|
| Commence Primary Ignition | Epic Event | R2 | 0 | During your control phase, fire superlaser as follows: Name the System: Use X Force to target a planet system Death Star is orbiting. You May Fire When Ready: Draw destiny. Stand By: If (destiny + Y - Z) > 8, target system is 'blown away' and this card is lost. Otherwise, this card is used and one Death Star Gunner on table is lost (your choice). X = total sites at target. Y = total Death Star sites where opponent has no presence. Z = opponent's choice of X or total sites at one Rebel Base (Yavin 4 or Hoth). |