Trample: Difference between revisions

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|sources=* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
|sources=* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Trample, Hoth, R1
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Dark Interrupt: Trample, Hoth, R1
|strategy=By [mailto:briank@decipher.com Brian Kallenbach]<ref name="decipher-strategy">https://web.archive.org/web/20040811123219/http://www.decipher.com/starwars/cardlists/hoth/dark/small/trample.html</ref>
[[Trample]] is one of the most popular and effective ways of taking out a single character for a Walker deck, and for good reason. [[Trample]] can be played at almost any time, giving it a wide range of situations where it is extremely useful. Also, [[Trample]] can be used to clear out problem characters, such as Kal Fal'nl C'[[Kal'Falnl C'ndros{{!}}ndros]], before a crucial battle.
Combos:
[[Trample]] + [[Walker Garrison]] -- [[Trample]] is a truly and incredibly effective way to deal with [[Undercover (Dark){{!}}Undercover]] spies. Most spies have low to no ability, in the greater scheme of things. The likelyhood of [[Obi-Wan Kenobi{{!}}Obi-Wan]] donning [[Plastoid Armor]] and coming to [[Hoth (Dark){{!}}Hoth]] simply to go [[Undercover (Dark){{!}}Undercover]] is grim, so [[Trample]] can rid a site of those pesky spies, allowing the large Force drains from [[Walker Garrison]] to walk through unharmed.
|combos=* [[Trample]] + any piloted AT-AT or AT-ST present at a site<ref name="scomp">https://scomp.starwarsccg.org/?s=Trample</ref>
|combos=* [[Trample]] + any piloted AT-AT or AT-ST present at a site<ref name="scomp">https://scomp.starwarsccg.org/?s=Trample</ref>
* [[Trample]] + [[Walker Garrison]]
* [[Trample]] + [[Walker Garrison]]

Revision as of 19:11, 22 September 2026

Info
TitleTrample
SideDark
TypeInterruptUsed Interrupt
SetHoth
RarityR1
UniquenessUnrestricted
Destiny4
card_uid3_138
Versionprinted
PrintingsHoth — this page

Trample is a Dark Interrupt (Used Interrupt) from Hoth.

Card Text

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.

Lore

The enormous feet of a walker are designed for mobility on many types of terrain. They also can be used by merciless pilots to crush the Rebellion.

Strategy

By Brian Kallenbach[1]

Trample is one of the most popular and effective ways of taking out a single character for a Walker deck, and for good reason. Trample can be played at almost any time, giving it a wide range of situations where it is extremely useful. Also, Trample can be used to clear out problem characters, such as Kal Fal'nl C'ndros, before a crucial battle.

Combos:

Trample + Walker Garrison -- Trample is a truly and incredibly effective way to deal with Undercover spies. Most spies have low to no ability, in the greater scheme of things. The likelyhood of Obi-Wan donning Plastoid Armor and coming to Hoth simply to go Undercover is grim, so Trample can rid a site of those pesky spies, allowing the large Force drains from Walker Garrison to walk through unharmed.

Combos

Pulled by

See Also

Sources

References