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Latest revision as of 13:54, 23 September 2026

Hoth
Game/Set Star Wars CCG
Expansion Hoth
Publisher Decipher
Country USA
Date November 1996
Language English
Cards Total 162
Card Size 63x88mm

Hoth is the 7th expansion of Star Wars CCG. It is published by Decipher in November 1996 and consists of 162 cards.

This was the first set to include images from The Empire Strikes Back. It was also the first set to introduce the mechanic of a "persona", a version of a main character with alternate abilities (e.g., Commander Luke Skywalker vs. Luke Skywalker). Also included in this set were the immense AT-AT walkers. Another new rule was the "Hoth Energy Shield Rules" which prevents the Dark Side player from deploying his cards on the first four "marker" Hoth sites, and all interior Hoth sites; unless the Main Power Generators is "blown away". Sold in 15-card booster packs. Other languages on CardGuide: JP.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
2-1B (Too-Onebee) Character R1 1 Once per turn, one of your non-droid characters just lost from same site may be placed in your Used Pile. Subtracts 2 from X on your Bacta Tank.
Cal Alder Character U2 2 Power +1 at Defensive Perimeter. Your vehicles move for free if moving toward same site as Cal.
Commander Luke Skywalker Character R1 1 Deploys only on Hoth. Adds 3 to power of anything he pilots. When piloting Rogue 1, also adds 2 to maneuver. Immune to attrition < 3. Adds 1 to forfeit of each other Rogue Squadron pilot or gunner at same Hoth site.
Dack Ralter Character R2 2 Adds 1 to weapon destiny draws of anything he is aboard as a passenger (adds 3 if aboard Rogue 1 or with Luke).
Derek 'Hobbie' Klivian Character U1 2 Power +2 when at same site as Biggs. Adds 2 to power of anything he pilots (3 if a Star Destroyer is at same location). When piloting Rogue 4, also adds 2 to maneuver.
Echo Base Trooper Character C3 3 Deploy only on Hoth, but may move elsewhere. Power -1 when at a site other than a Hoth site.
Echo Base Trooper Officer Character C1 2 Deploy only on Hoth but may move elsewhere. Echo Base Troopers deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.'
EG-4 (Eegee-Four) Character C1 * Adds 1 to power of each of your droids present, except power droids. * Destiny equals zero, but if drawn as a battle destiny where you have less power than opponent, your total power present is doubled (once per battle).
FX-7 (Effex-Seven) Character C2 2 Once per turn, one of your 'hit' non-droid characters at same or adjacent site may be placed in your Used Pile instead of Lost Pile when forfeited. Cumulatively subtracts 2 from X on your Bacta Tank.
General Carlist Rieekan Character R2 1 Each Rebel present with him at a Hoth site is power +1. May use 1 Force to cancel Death Squadron. While at an Echo site, opponent must occupy an additional Hoth site to cancel Echo Base Operations.
Jeroen Webb Character U1 2 Adds 2 to power of anything he pilots. When in battle with a Rebel leader, subtracts 1 from opponent's total battle destiny.
K-3PO (Kay-Threepio) Character R1 4 May initiate battle and be battled. K-3PO is power +1 for each of your other droids at same Hoth or Yavin 4 site. Functions as a leader if present with another of your droids.
Major Bren Derlin Character R2 2 While on Hoth, opponent may not 'react' to any Echo site, and Derlin may use 1 Force to cancel Breached Defenses. While at Cantina, power +1 and may use 1 Force to cancel Local Trouble.
R-3PO (Ar-Threepio) Character R2 3 Once each turn, during your control phase, for each opponent's spy present opponent must lose 1 Force (2 if spy is a droid or is Undercover, 4 if both).
R5-M2 (Arfive-Emmtoo) Character C2 4 When aboard a capital starship, adds 1 to power and hyperspeed and that starship is immune to attrition < 3.
Rebel Scout Character C1 2 May move as a 'react' (for free) to a battle where you have a Rebel of ability > 2 or a leader.
Rogue Gunner Character C2 1 Adds 1 to weapon destiny draws of anything he is aboard as a passenger.
Romas 'Lock' Navander Character U2 3 Adds 1 to power and maneuver of anything he pilots. Opponent may not 'react' to or from same location.
Shawn Valdez Character U1 3 Whenever you just initiated a battle at same site as Shawn, your troopers at adjacent sites who have not already battled this turn may immediately move to same site (as a regular move).
Tamizander Rey Character U2 2 Adds 2 to power of anything he pilots. Your starships may move from same exterior site for free. While at Echo Docking Bay, once every turn, may allow one character on Hoth to be immune to The Shield Doors Must Be Closed.
Tauntaun Handler Character C2 2 Adds 2 to power of any creature vehicle he rides. When riding a tauntaun, also draws one battle destiny if not able to otherwise.
Tigran Jamiro Character U1 3 Deploy only on Yavin 4 or Hoth, but may move elsewhere. Opponent's aliens and Imperials may not move from same site as Tigran to an Echo or an interior Yavin site.
Toryn Farr Character U1 4 Adds 2 to power of anything she pilots. When at any war room, adds 1 to weapon destiny draws of your Planet Defender Ion Cannon on same planet.
WED-1016 'Techie' Droid Character C1 3 While at an exterior planet site or docking bay, once per turn may lose 1 Force to place a 'hit' starship or vehicle at same site, adjacent site, related system or related cloud sector in Used Pile instead of Lost Pile.
Wes Janson Character R2 2 Adds 1 to weapon destiny draws of anything he is aboard as a passenger (adds 3 if aboard Rogue 3 or with Wedge or Jek).
Wyron Serper Character U2 2 Once during each of your control phases, may peek at X cards randomly selected from opponent's hand, where X = number of [Dark Side Force] icons at same site. Also, when you are drawing destiny, adds 2 to the destiny of any card with 'scan' in the title.
Zev Senesca Character R2 2 Adds 2 to power of anything he pilots. When piloting Rogue 2, also adds 3 to maneuver and may draw one battle destiny if not able to otherwise.

Device

Image Card Type Rarity Destiny Game text
Artillery Remote Device R2 4 Use 2 Force to deploy on your warrior. Warrior may fire artillery weapons anywhere on same planet regardless of being present. Once during your control phase, warrior may fire an artillery weapon on same planet.
Echo Trooper Backpack Device C2 5 Deploy on your trooper. May use any number of weapons and devices. Trooper is immune to attrition < 3 when at a planet site.
Hoth Survival Gear Device C2 4 Deploy on any Rebel or warrior. While on Hoth, that character is power and forfeit +1 and is immune to Frostbite, Exposure and Ice Storm.
R2 Sensor Array Device C2 6 Deploy on any R-unit droid. Your character present may move as a 'react' from a creature attack. Also, adds 3 to search party destiny draws at same and adjacent sites.

Effect

Image Card Type Rarity Destiny Game text
Bacta Tank Effect R2 3 Use 4 Force to deploy on your side of table. A non-droid character you just lost may be placed here instead of Lost Pile. Holds 1 'patient' at a time. During your deploy phase, may use X Force to bring 'patient' to hand, where X = deploy cost of 'patient.'
Disarming Creature Effect R1 6 If you have a character with a weapon at same site as any creature (except Space Slug), deploy on that creature during any deploy phase, Creature is Disarmed (each time ferocity is calculated, draw destiny, subtract that amount). (Immune to Control.)
Echo Base Operations Effect R2 2 Deploy on Main Power Generators if you occupy at least three Echo sites. At every system location, you deploy is -1, your Force drains are +2 and your total power is +3 in battles. Effect canceled if opponent occupies five Hoth sites. (Immune to Alter.).
Evacuation Control Effect U1 3 Deploy on your war room. Once during each of your move phases, your Planet Defender Ion Cannon at same planet may fire. Also, each of your medium transports at same planet is hyperspeed +2, is immune to attrition < 3 and may move for free.
Frostbite Effect C2 4 Deploy on Hoth system. At the end of each player's turn, for every character that player has present at a marker site under 'nighttime conditions,' that player must lose 1 Force (2 if character is missing).
Ice Storm Effect U1 3 Deploy at outermost marker. All characters present at same exterior site are missing. Each turn, during your control phase, storm moves to next marker, reversing direction at innermost marker. Mobile Effect lost when moved beyond outermost marker.
Tauntaun 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 top lost card. (5) deploy a character for free. (6+) nothing.
The First Transport Is Away! Effect R1 4 Deploy on any system (except Hoth). Target a Medium Transport at a Hoth site. When reached by target: Retrieve X Force, where X = twice the number of passengers. Relocate Utinni Effect to Hoth system. Your total power is +2 in battles at Hoth sites.

Interrupt

Image Card Type Rarity Destiny Game text
Attack Pattern Delta Interrupt U1 3 If a battle was just initiated at a site, identify your lead T-47 there. For remainder of this turn, all other T-47s at same site are power +1, are immune to attrition and cannot be targeted by weapons.
Dark Dissension Interrupt R1 3 USED: Cancel Dark Collaboration or Lone Pilot. LOST: If two Imperials each with ability > 2 are in a battle together, use 2 Force to draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero).
Fall Back! Interrupt C2 5 If opponent just initiated a battle at an exterior site with more than double your total power, use 1 Force to target an adjacent site where opponent has no presence. All your characters present in battle move away (for free) to the target site. The battle is canceled.
I Thought They Smelled Bad On The Outside Interrupt R1 7 Sacrifice (lose) your creature vehicle to protect one character present from Exposure, Ice Storm, Frostbite and Gravel Storm for remainder of turn. (Two characters may be protected if sacrificing a ronto.) OR Double Tzizvvt's power until he moves.
It Can Wait Interrupt C2 2 Use 3 Force to place an opponent's just deployed character, starship, vehicle, weapon, or device in opponent's hand. On opponent's next turn, that card (or one card of same title) may deploy for free.
Lucky Shot Interrupt U1 4 Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3.
Nice Of You Guys To Drop By Interrupt C2 5 Send one of your missing characters at same site as one of your piloted or driven vehicles to your Used Pile. OR Cancel any attempt by one character to 'hide' from a battle.
One More Pass Interrupt U1 5 If you are about to draw power harpoon weapon destiny, add ability of one pilot aboard same vehicle.
Perimeter Scan Interrupt C2 4 Use 1 Force to glance at any one card which is face-down at a location. OR Use 1 Force to glance at opponent's hand. You may move each droid spy and Infantry Mine you find there to opponent's Used Pile. OR Cancel Probe Telemetry.
Rug Hug Interrupt R1 4 If Luke and Chewie are in a battle together, you may add two battle destiny. OR If you have a Rebel and an alien in a battle together, you may add 4 to power only.
Under Attack Interrupt U1 6 During your control phase, target a vehicle with armor present with your warrior. Draw destiny. If warrior has a Concussion Grenade or a lightsaber, add 3 to destiny draw (7 if both). Vehicle (and grenade) lost if total destiny > armor.
Walker Sighting Interrupt U2 3 If opponent just moved or deployed an AT-AT to a planet site, search your Reserve Deck for up to three exterior sites of that planet and immediately deploy them. Shuffle, cut and replace.
Who's Scruffy-Looking? Interrupt R1 6 Cancel Scruffy-Looking Nerf Herder or I'd Just As Soon Kiss A Wookiee or Furry Fury or This Is Just Wrong or Death Mark or Mournful Roar or Takeel or Ket Maliss. OR Double Rennek's power for remainder of turn.
You Have Failed Me For The Last Time Interrupt R1 5 If Vader is on table when opponent has just initiated a battle, target one opponent's leader of ability < 6 involve in that battle. If opponent does not win battle, target is forfeit = 0 and is immediately lost (placed out of play if Ozzel).
You Will Go To The Dagobah System Interrupt R1 4 During your control phase, use 1 Force to move any one of your [Hoth] characters of ability > 1 to any [Dagobah] location where you have presence. If moving to a Dagobah site, this movement is free and you do not need presence.

Location

Image Card Type Rarity Destiny Game text
Hoth Location U2 0 Light: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Dark: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites.
Hoth: Defensive Perimeter (3rd Marker) Location C2 0 Light: Your Echo Base Troopers deploy -1 here. If you control, Force drain +1 here. Dark: If you control, Force drain +1 here.
Hoth: Echo Command Center (War Room) Location U2 0 Light: If you control, with X leaders here, your total power is +X in battles at Hoth locations. Dark: If you initiate a battle here, add one battle destiny. If you control, Force drain -1 here.
Hoth: Echo Corridor Location C2 0 Light: If you control, once per turn, may use 4 Force to raise a converted Hoth site to the top. Dark: -
Hoth: Echo Docking Bay Location C2 0 Light: Your docking bay transit from here requires 1 Force. Dark: Your docking bay transit from here requires 3 Force. Your transit to here requires +4 Force.
Hoth: Echo Med Lab Location C2 0 Light: Once per turn, when you deploy a medical droid, it is deploy -2. Dark: If you control, with an Imperial present, Force drain +1 here.
Hoth: Main Power Generators (1st Marker) Location U2 0 Light: 'Hoth Energy Shield Rules' in effect. Your artillery weapons here are powered. Dark: 'Hoth Energy Shield Rules' in effect. If 'blown away,' Light Side loses 8 Force.
Hoth: North Ridge (4th Marker) Location C2 0 Light: This site does not count when calculating Epic Events. Dark: This site does not count when calculating Epic Events.
Hoth: Snow Trench (2nd Marker) Location C2 0 Light: Add 1 to each of your weapon destiny draws here. Dark: If you control, Force generation +1 for you here.
Ord Mantell Location U2 0 Light: If you control, each of opponent's bounty hunters is forfeit -2. Dark: Each of your bounty hunter pilots add an additional 1 to power of starships they pilot here.

Starship

Image Card Type Rarity Destiny Game text
Medium Transport Starship U2 3 May add 1 pilot, 4 passengers and 1 vehicle. Deploys and moves like a starfighter. Has ship-docking capability. Permanent pilot aboard provides ability of 1.

Vehicle

Image Card Type Rarity Destiny Game text
Rogue 1 Vehicle R1 2 May add 2 pilots or passengers. Immune to attrition < 3 if Luke piloting. May move as a 'react' only to Hoth sites.
Rogue 2 Vehicle R2 2 May add 2 pilots or passengers. Immune to attrition < 3 if Zev piloting. May add 2 to search party destiny draw if all pilots aboard are part of that search party.
Rogue 3 Vehicle R1 2 May add 2 pilots or passengers. Immune to attrition < 3 if Wedge piloting. May move as a 'react' only to Hoth sites.
Snowspeeder Vehicle U2 1 May add 1 pilot or passenger. Permanent pilot aboard provides ability of 1. May move as a 'react' to Hoth sites.
Tauntaun Vehicle C2 4 May add 1 'rider' (passenger). Deploy only on Hoth. Ability = ¼. May move as a 'react' from a battle. May be 'sacrificed' (lost) to make rider immune to Exposure this turn.

Weapon

Image Card Type Rarity Destiny Game text
Anakin's Lightsaber Weapon R1 1 Deploy on your Skywalker of ability > 3. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value.
Atgar Laser Cannon Weapon U2 5 Deploy on an exterior planet site. Your warrior present may target a vehicle at same or adjacent site using 2 Force. Draw destiny. Target crashes if destiny +2 > armor. Target hit if destiny +1 > maneuver.
Concussion Grenade Weapon R1 3 Use 2 Force to deploy on your warrior. May 'throw' at same or adjacent site. Draw destiny. All characters, weapons and devices with that destiny number present at that site are lost. (Only your warrior is lost if destiny = 0.) Concussion Grenade also lost.
Dual Laser Cannon Weapon U1 3 Use 2 Force to deploy on your T-47. May target a character, creature or vehicle using 1 Force. Draw destiny. Subtract 1 if targeting a character or creature. Add 2 if targeting a vehicle. Target hit if total destiny > defense value.
Golan Laser Battery Weapon U1 4 Deploy on any exterior planet site. Your warrior present may target a creature, character or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 2 if targeting a creature or character. Target hit if total destiny > defense value.
Infantry Mine Weapon C2 3 Deploy at same exterior site as your mining droid. 'Explodes' if a character deploys or moves (without using a vehicle or starfighter) to or across same site. Draw destiny. Character lost if destiny +2 > ability. Infantry Mine is also lost.
Medium Repeating Blaster Cannon Weapon C1 1 Deploy on a site. May be moved by two warriors for 1 additional Force. Your warrior present may target up to two characters or two creatures at same or adjacent site using 2 Force. Draw two destiny. Target(s) hit if total destiny > total defense value.
Planet Defender Ion Cannon Weapon R2 4 Deploy on an exterior Rebel Base site. During a battle at related system, may target a capital starship there using 2 Force. Draw destiny. If destiny +3 > armor, all starship weapons aboard target are lost, power = 0 and hyperspeed = 0.
Power Harpoon Weapon U1 5 Use 2 Force to deploy on your combat or shuttle vehicle. May target an AT-AT or AT-ST for 1 Force. Draw destiny. Target crashes if destiny + your vehicle's maneuver > 8. Your vehicle crashes if destiny = 0.
Surface Defense Cannon Weapon R2 5 Use 1 Force to deploy on your starfighter, free on Falcon. May target a character or creature at same site using 1 Force. Draw destiny. Target hit if destiny +1 > defense value.
Vehicle Mine Weapon C2 3 Deploy at same exterior site as your mining droid. 'Explodes' if starfighter (use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Draw destiny. Target lost if destiny +2 > defense value. Vehicle Mine also lost.

Dark Side

Character

Image Card Type Rarity Destiny Game text
Admiral Ozzel Character R1 0 Adds 2 to the power of anything he pilots. Subtracts 1 from deploy cost of each of your capital starships at same system. Lost if Vader on table and opponent 'reacts' to same location as Ozzel.
AT-AT Driver Character C2 1 Adds 2 to power of any combat vehicle he pilots (3 if combat vehicle is an AT-AT).
Captain Lennox Character U1 2 Adds 2 to power of anything he pilots (3 if starship is Tyrant). When on a Star Destroyer, may use its tractor beam once during each of your control phases.
Captain Piett Character R2 2 Power +1 when at same site as Vader. Adds 2 to power of anything he pilots (3 if starship is Executor). May use 1 Force to take one Probe Droid into hand from Reserve Deck; reshuffle.
FX-10 (Effex-ten) Character C2 2 Once per turn, one of your 'hit' non-droid characters at same or adjacent site may be placed in your Used Pile instead of Lost Pile when forfeited.
General Veers Character R1 1 Power +1 when at same site as Admiral Ozzel. Adds 1 to power of each Imperial at same Hoth site. Adds 3 to power of any combat vehicle he pilots. On Blizzard 1, also adds 1 to armor and draws one battle destiny if not able to otherwise.
Imperial Gunner Character C2 1 Adds 1 to weapon destiny draws of anything he is aboard as a passenger.
Lieutenant Cabbel Character U2 2 Adds 2 to power of any starship he pilots. On Tyrant, also adds one to Armor. When in battle with an Imperial leader, subtracts 1 from opponent's total battle destiny.
Probe Droid Character C2 2 Deploys only if a Star Destroyer on table. Once during each of your control phases, may peek at X cards randomly selected from opponent's hand, where X = number of [Light Side Force] icons at same site. May Force drain, initiate battle and be battled.
Snowtrooper Character C3 3 Deploys only on Hoth. Power -1 when not at a Hoth site.
Snowtrooper Officer Character C1 2 Deploy only on Hoth, but may move elsewhere. Snowtroopers are deploy -1 to same site. Your troopers may move to same Hoth site as a 'react.'

Creature

Image Card Type Rarity Destiny Game text
Wampa Creature R2 3 * Ferocity = 3 + destiny. Habitat: Hoth sites. Deploy only to Wampa Cave or unoccupied marker site. Defeated characters are eaten or relocated to Wampa Cave (opponent of victim chooses).

Device

Image Card Type Rarity Destiny Game text
Deflector Shield Generators Device U2 4 Use 3 Force to deploy on any Star Destroyer. Adds 2 to armor. If starship has immunity to attrition, also adds 2 to immunity.
Electro-Rangefinder Device U1 6 Use 2 Force to deploy on any AT-AT Cannon. It may fire at targets two sites away. Also, when used to Target The Main Generator, adds 1 to total.
Portable Fusion Generator Device C2 3 Deploy on any warrior. When that warrior fires a blaster rifle or artillery weapon, adds 1 to each of that weapon's destiny draws. Also, may add 1 to power of one droid present.
Probe Antennae Device U2 4 Deploy on your Probe Droid. Adds 2 to X for that droid. OR Use 1 Force to deploy on one of your other droids. When at a site you control, once during each of your control phases, you may peek at one card randomly selected from opponent's hand.

Effect

Image Card Type Rarity Destiny Game text
Breached Defenses Effect U2 4 If an Imperial just moved to an Echo site, deploy on your side of table. While you have presence at an Echo site, your total power is +1 in battles at Hoth sites.
Death Mark Effect R1 5 Use 3 Force to deploy on any exterior planet site. Target an opponent's smuggler. Each turn opponent must lose 1 Force at beginning of opponent's control phase. Utinni Effect canceled when reached by target (target goes to Used Pile).
Death Squadron Effect U1 3 Deploy on any system. Adds X to your total at that system, where X = number of your starships present. Your troopers and combat vehicles may shuttle to related sites for free.
Frostbite Effect C2 4 Deploy on Hoth system. At the end of each player's turn, for every character that player has present at a marker site under 'nighttime conditions,' that player must lose 1 Force (2 if character is missing).
Frozen Dinner Effect R1 6 Deploy on opponent's character alone at Wampa Cave. Character is power = 0 and may not move. May be canceled if opponent has a lightsaber or total ability > 4 present. If character eaten by a creature, cumulatively adds 2 to ferocity.
High Anxiety Effect R1 3 If an opponent's character with ability > 2 has just become missing, deploy on a Rebel with ability > 2 on same planet. Rebel may not participate in battle. Immediate Effect canceled if missing character is found or lost.
Ice Storm Effect U1 3 Deploy at outermost marker. All characters present at same exterior site are missing. Each turn, during your control phase, storm moves to next marker, reversing direction if at innermost marker. Mobile Effect lost when moved beyond outermost marker.
Image Of The Dark Lord Effect R2 6 Use 4 Force to deploy at any site if opponent is generating at least 3 Force more than you. At that site, adjacent sites and same site as Vader, players activate Force only if they have presence.
Imperial Domination Effect U1 5 Deploy on any location. Whenever you control this location during your control phase but do not Force drain here, opponent generates no Force here on opponent's next turn.
Meteor Impact? Effect R1 4 Use 2 Force to deploy on an exterior planet site. Target a character on same planet. Character may not leave planet or move away from Utinni Effect. Utinni Effect canceled when reached by target.
Mournful Roar Effect R1 7 Deploy on Chewie if Han was just lost or just became missing. Opponent cannot play Let The Wookiee Win or Wookiee Roar. Opponent must also lose 1 Force at end of every player's turn. If Han on table, Effect canceled.
Responsibility Of Command Effect R1 5 Use 2 Force to deploy on any war room at a Rebel Base. Target a Rebel with forfeit > 4 or an opponent's leader. Opponent may not initiate a battle or a Force drain at same location as target. Utinni Effect canceled when reached by target.
Silence Is Golden Effect U2 3 Use 2 Force to deploy on your side of table. Neither player may move or deploy cards as a 'react' to a location where a droid is present. May be canceled by Scomp Link Access.
The Shield Doors Must Be Closed Effect U1 5 Deploy between Echo Docking Bay and innermost marker site. When under 'nighttime conditions,' no movement is allowed to or from Echo Docking Bay unless it is to or from an Echo site.
This Is Just Wrong Effect R1 5 Deploy on any male character. Target a female character on table. Target is power -2. Utinni Effect canceled when present with target.
Too Cold For Speeders Effect U1 4 Use 2 Force to deploy on your side of table. Non-creature vehicles at marker sites under 'nighttime conditions' are power = 0, maneuver = 0 and landspeed = 0.
Weapon Malfunction Effect R1 4 Deploy on any docking bay. Target a weapon deployed on a starfighter or vehicle. That weapon cannot be fired. Utinni Effect canceled when reached by target.

Interrupt

Image Card Type Rarity Destiny Game text
A Dark Time For The Rebellion Interrupt C1 4 If opponent just deployed a planet site, search through your Reserve Deck for the related system and immediately deploy it. Shuffle, cut and replace.
Cold Feet Interrupt C2 5 Target a character at any marker site. Draw destiny. If site under 'nighttime conditions,' add 2 to destiny draw. If total destiny > ability, character may not move for remainder of turn.
Collapsing Corridor Interrupt R2 2 If you just moved an AT-AT to innermost marker, target one underground site on Hoth. Draw destiny. Target 'collapsed' if destiny > marker number.
ComScan Detection Interrupt C2 4 If opponent just moved a character, vehicle or starship as a 'react' to a location, you may immediately move one vehicle or starship, if within range, to that location (as a regular move).
Crash Landing Interrupt U1 4 If you have a piloted AT-AT present at a site, target opponent's non-creature vehicle present at same or adjacent exterior site. Draw destiny. If AT-AT has a vehicle weapon, add 1 to destiny draw. Target 'crashes' if total destiny > 3.
Debris Zone Interrupt R2 5 If an AT-AT, an AT-ST, Jabba's Sail Barge or Planet Defender Ion Cannon has just been lost at a site, draw destiny. All cards with that destiny number at that site are lost.
Direct Hit Interrupt U1 4 Add X to one weapon destiny (before weapon destiny is drawn) when targeting a combat vehicle. USED: X = 1. LOST: X = 3.
Exhaustion Interrupt U2 5 Opponent must lose 1 Force for each of opponent's missing characters on table. OR Select one missing character under 'nighttime conditions' to be lost.
Exposure Interrupt U1 2 Use X Force during your control phase, where X = the total number of characters present or missing at exterior marker sites under 'nighttime conditions.' Those characters are lost.
Furry Fury Interrupt R2 6 USED: Cancel Wookiee Roar or Han's Back or Life Debt. LOST: If Han and Chewie are in a battle together, draw two destiny. Subtract total from opponent's attrition and total power (cannot fall below zero).
He Hasn't Come Back Yet Interrupt C2 4 During your control phase, target any character alone at one of your exterior planet sites (except a docking bay). Draw destiny. Target is missing if destiny + 3 > ability.
I'd Just As Soon Kiss A Wookiee Interrupt C2 2 Use 3 Force to place an opponent's just deployed character, starship, vehicle, weapon, or device in opponent's hand. On opponent's next turn, that card (or one card of same title) may deploy for free.
Imperial Supply Interrupt C1 3 USED: Lose 1 Force to activate 2 Force. LOST: Lose 1 Force to activate 4 Force.
Lightsaber Deficiency Interrupt U1 5 Cancel Lightsaber Proficiency. OR Target a character with ability < 4 using a lightsaber in a battle or a Force drain. Draw destiny. Target lost if destiny > ability. Lightsaber lost if destiny = ability.
Oh, Switch Off Interrupt C2 6 Cancel an attempt by opponent to target your droid to be stolen, 'hit' or lost. Droid is protected from all such attempts for remainder of turn. OR Switch OFF any binary droid for remainder of turn.
Our First Catch Of The Day Interrupt C2 6 Add 2 to a tractor beam destiny draw. OR Cancel The First Transport Is Away! or Hyper Escape.
Probe Telemetry Interrupt C2 4 Use 2 Force to search any Lost Pile and place X non-unique cards there out of play, where X = number of Probe Droids on table. OR If your only character on a planet is a Probe Droid, your cards are deploy -1 to related sites for remainder of turn.
Scruffy-Looking Nerf Herder Interrupt R2 6 USED: Cancel Solo Han or Warrior's Courage or I Know. LOST: If Han and Leia are in a battle together, draw two destiny. Subtract that amount from opponent's attrition and total power (cannot fall below zero).
Self-Destruct Mechanism Interrupt U1 4 Lose a droid to cancel all attrition against you at same site this turn. OR Re-target an opponent's weapon to one of your droids at same site. If droid is 'hit', use original target's forfeit number.
Stop Motion Interrupt C2 6 Target one creature vehicle at any marker site. Draw destiny. If site under 'nighttime conditions,' add 2 to destiny draw. Tauntaun lost if total destiny > 5. Other creature vehicle lost if total destiny > 3.
Tactical Support Interrupt R2 4 Lose 1 Force to search through your Reserve Deck and take up to three troopers into your hand. Shuffle, cut and replace.
That's It, The Rebels Are There! Interrupt U2 4 If you have a probe droid at a site during your control phase, move one of your starships to the related system. That starship cannot move again this turn.
Trample Interrupt R1 4 If you have a piloted AT-AT or AT-ST present at a site, target opponent's character, 'crashed' vehicle or unpiloted vehicle without armor present. Draw destiny. Character lost if destiny > ability. Vehicle lost if destiny < 7.
Turn It Off! Turn It Off! Interrupt C1 5 USED: Cancel any attempt to place a 'hit' starship, vehicle or droid in the Used Pile rather than the Lost Pile. OR Cancel Han's Toolkit. LOST: Cancel Crash Site Memorial.
Walker Barrage Interrupt U1 5 If you have a piloted AT-AT present at a site, target opponent's artillery weapon at same or adjacent exterior site. Draw destiny. Target lost if destiny +1 > forfeit. Also, one opponent's character at same site as target (random selection) lost if destiny +1 > 6.
Wall Of Fire Interrupt U1 5 If you have a piloted AT-AT present at a site, target any number of opponent's troopers present at same or adjacent exterior site. Draw destiny. If destiny > number of troopers targeted, they are lost.
Yaggle Gakkle Interrupt R2 6 Target a creature vehicle at same site as a creature. If ferocity > target's maneuver + landspeed, creature vehicle is eaten, cumulatively adding 2 to creature's ferocity.

Location

Image Card Type Rarity Destiny Game text
Hoth Location U2 0 Dark: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites. Light: If you control, for each of your starships here, your total power is +1 in battles at Hoth sites.
Hoth: Defensive Perimeter (3rd Marker) Location C2 0 Dark: Add 1 to each of your weapon destiny draws here. If you control, Force drain +1 here. Light: Your troopers are forfeit -1 here.
Hoth: Echo Command Center (War Room) Location U2 0 Dark: Add 1 to total of Commence Primary Ignition when targeting the Hoth system. Light: If you control, your starship movement from Hoth sites to the Hoth system is free.
Hoth: Echo Corridor Location U2 0 Dark: If you occupy, you may raise all of your converted Hoth locations to the top. Light:
Hoth: Echo Docking Bay Location C2 0 Dark: Your docking bay transit from here requires 2 Force. Light: Your docking bay transit from here requires 1 Force.
Hoth: Ice Plains (5th Marker) Location C2 0 Dark: During your move phase, you may move free from here directly to Mountains (or vice versa). Light: If you control, and Main Power Generators on table, Force drain -1 here.
Hoth: North Ridge (4th Marker) Location C2 0 Dark: Your AT-ATs move to here for free. Light:
Hoth: Wampa Cave (7th Marker) Location R2 0 Dark: Your Wampas deploy free here. Light: If you control, and Main Power Generators on table, Force drain -1 here.
Ord Mantell Location C2 0 Dark: Your Bounty Hunters are deploy -2 here. Light: (none)

Starship

Image Card Type Rarity Destiny Game text
Stalker Starship R1 1 May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot provides ability of 1. Probe droids deploy free to sites related to same system.
Tyrant Starship R1 1 May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Has ship-docking capability. Permanent pilot aboard provides ability of 1. When using Tractor Beam, adds 1 to destiny draw.

Vehicle

Image Card Type Rarity Destiny Game text
Blizzard 1 Vehicle R1 2 May add 2 pilots and 8 passengers. Immune to attrition < 4. When using AT-AT cannon to Target The Main Generator, adds 1 to total. Landspeed may not be increased.
Blizzard 2 Vehicle R2 2 May add 1 pilot and 8 passengers. Immune to attrition < 4. Permanent pilot aboard provides ability of 2. Landspeed may not be increased.
Blizzard Scout 1 Vehicle R1 4 May add 1 pilot or passenger. May move as a 'react.' Power +1 at any Hoth site. Permanent pilot provides ability of 1.
Blizzard Walker Vehicle U2 1 May add 2 pilots and 8 passengers. Immune to attrition < 4. Landspeed may not be increased.

Weapon

Image Card Type Rarity Destiny Game text
AT-AT Cannon Weapon U1 3 Use 2 Force to deploy on your AT-AT. May target a starfighter (use 3 as defense value), character, creature or vehicle at same or adjacent site using 2 Force. Draw destiny. Add 1 if targeting a character or creature, 2 if a vehicle. Target hit if total destiny > defense value.
E-web Blaster Weapon C1 5 Deploy on any site. May be moved with two warriors for 1 additional Force. Your warrior present may target a starfighter (use 5 as defense value), character, creature or vehicle using 2 Force. Draw destiny. Target hit if destiny +1 > defense value.
Infantry Mine Weapon C2 3 Deploy at same exterior site as your mining droid. 'Explodes' if a character deploys or moves (without using a vehicle or starfighter) to or across same site. Draw destiny. Character lost if destiny +2 > ability. Infantry Mine is also lost.
Probe Droid Laser Weapon U2 3 Deploy on your probe droid. May target an artillery weapon (use 5 as defense value), character or creature for free. Draw destiny. Artillery weapon lost if destiny > defense value. Character or creature hit if destiny > defense value.
Vehicle Mine Weapon C2 3 Deploy at same exterior site as your mining droid. 'Explodes' if starfighter (use 5 as defense value) or non-creature vehicle deploys or moves to or across same site. Draw destiny. Target lost if destiny +2 > defense value. Vehicle Mine is also lost.

Epic Event

Image Card Type Rarity Destiny Game text
Target The Main Generator Epic Event R2 0 During your control phase, fire your AT-AT Cannon (if within range of the Main Power Generators) as follows: Prepare To Target The Main Generator: Draw destiny. Maximum Firepower!: If (destiny + X + Y) > 8, Main Power Generators site is 'blown away' and this card is lost. Otherwise, this card is used. X = ability of one of your AT-AT's pilots. Y = total Hoth sites you control.