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Latest revision as of 13:54, 23 September 2026

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

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).