Reflections II: Expanding the Galaxy

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Reflections II: Expanding the Galaxy
Game/Set Star Wars CCG
Expansion Reflections II: Expanding the Galaxy
Publisher Decipher
Country USA
Date 2000
Language English
Cards Total 132
Card Size 63x88mm

Reflections II: Expanding the Galaxy is the 28th expansion of Star Wars CCG. It is published by Decipher in 2000 and consists of 132 cards.

New premium cards plus foils, including Expanded Universe. Other languages on CardGuide: JP.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Artoo & •Threepio Character PM 3 May pilot only Falcon. All droids may be battled. Any player that has no ability in a battle takes no battle damage. Once per turn, may take on card with 'Bad Feeling' in title into hand from Reserve Deck; reshuffle. Bad Feeling Have I is suspended.
Chewbacca, Protector Character PM 1 Deploys -3 to same site as Leia. Adds 2 to power of anything he pilots (3 if Falcon). Once per turn, may target opponent's character at same site who has power < 4 and cancel target's game text for remainder of turn.
Corran Horn Character PM 3 Adds 2 to power and 2 to maneuver of anything he pilots. During your move phase, may use 1 Force to 'break cover' of opponent's Undercover spy at same site. Power +3 in battle against opponent's spy or bounty hunter. Immune to attrition < 3.
Dash Rendar Character PM 3 Adds 3 to power of anything he pilots. When piloting Outrider, draws one battle destiny if not able to otherwise, and once per battle, may reduce power of one opponent's starship in same battle by power of Outrider for remainder of battle.
LE-BO2D9 (Leebo) Character PM 3 May be battled. While aboard any freighter adds 2 to hyperspeed and may draw one battle destiny if not able to otherwise. If you have completed Rycar's Run or Kessel Run, opponent loses 1 Force (2 if both) during each of your control phases.
Luke Skywalker, Rebel Scout Character PM 1 May cancel immunity to attrition of any vehicle here. If escorted by Vader and Take Your Father's Place on table, during your move phase may relocate Vader (with Luke) to Death Star II: Throne Room. Immune to Always Thinking With Your Stomach and Attrition < 5.
Mirax Terrik Character PM 3 Adds 2 to power of anything she pilots. When piloting Pulsar Skate, draws one battle destiny if not able to otherwise. Once per turn, may use 1 Force to place a card from hand on bottom of Used Pile and draw top card of Reserve Deck.
Owen Lars & •Beru Lars Character PM 3 Deploy free to Lars' Moisture Farm. Draws one battle destiny if not able to otherwise. If opponent has a Stormtrooper at a Tatooine site, you may not play Harvest. If lost during opponent's turn, Luke is power +6 until end of your next turn.
Talon Karrde Character PM 3 Adds 2 to power of anything he pilots. Once during each of your control phases, may peek at one card from opponent's hand or top card of opponent's Reserve Deck. At same location, your smugglers are each forfeit +2 and defense value +2.

Device

Image Card Type Rarity Destiny Game text
Mercenary Armor Device PM 3 Use 2 Force (free on Leia) to deploy on a Rebel without armor. Character gains {spy} skill, power +3, armor = 4, and immunity to attrition < 3. Imperial Barrier is canceled. Blasters deploy for free and fire for free on this character.
Obi-Wan's Journal Device PM 2 Deploy on Luke or Obi-Wan. Your characters present armed with a unique (•) lightsaber Weapon card may not be Disarmed, once per battle may cancel a weapon destiny just drawn, and that lightsaber's Force drain modifiers may not be canceled. Lost if about to be stolen.

Effect

Image Card Type Rarity Destiny Game text
Do, Or Do Not & •Wise Advice Effect PM 1 Deploy on table. Sense and Alter are now Lost Interrupts. When any player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. Your Immediate Effects may deploy for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
Alter & Friendly Fire Interrupt PM 4 USED: Target your highest-ability character and one Effect. Draw destiny. If destiny < ability of target character, cancel target Effect. LOST: If a battle was just initiated at a site where opponent has at least two characters and one weapon, draw destiny. If destiny is < number of opponent's characters at that site, opponent chooses one to be lost.
Control & Tunnel Vision Interrupt PM 1 Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect, or Force drain. OR Take one card into hand from Force Pile; reshuffle.
Houjix & Out Of Nowhere Interrupt PM 2 USED: If opponent just initiated a battle at a system or sector where you have a starship with maneuver > 3, use 1 Force to add one battle destiny. LOST: If you just forfeited all your cards that participated in a battle you lost, cancel all remaining battle damage. (Immune to Sense.)
Nar Shaddaa Wind Chimes & •Out Of Somewhere Interrupt PM 4 Once per game, target one non-unique character on table. Draw destiny. If destiny < X, retrieve X Force, where X equals the number of copies of that card you have on table (Immune to Sense). OR Take one non-unique alien into hand from Reserve Deck; reshuffle. OR If opponent just initiated a battle with more than double your total power, search your Reserve Deck. Any one character you find there may immediately deploy as a 'react;' reshuffle.
Out Of Commission & Transmission Terminated Interrupt PM 5 USED: Use 1 Force to randomly place one card in opponent's Lost Pile out of play. LOST: Cancel one hologram. OR Use 4 Force. Draw destiny. Add 1 to destiny for each asteroid sector on table. If total destiny> 3, Imperial Holotable site is 'blown away' (opponent loses 4 Force).
Path Of Least Resistance & •Revealed Interrupt PM 3 Place one opponent's Undercover spy in opponent's Used Pile. OR If opponent has no presence or Force icons, return spy to hand. Any Force used to deploy spy remains used and that card may not deploy this turn. OR Relocate one of your characters at an interior mobile site to a related interior mobile site.
Sense & Recoil In Fear Interrupt PM 3 USED: Target your highest-ability character and one just-played Interrupt. Draw destiny. If destiny < ability of target character, cancel target Interrupt. LOST: Use 3 Force. Each player places hand onto Reserve Deck (if possible), then places Used Pile onto Reserve Deck; reshuffle. Each player then draws cards from Reserve Deck equal to the number of cards just placed from hand onto Reserve Deck (if any).
Shocking Information & •Grimtaash Interrupt PM 2 USED: Target a location. Scomp links there cannot be used for remainder of turn. OR If opponent is about to scan or otherwise look through your hand (unless using Monnok), opponent continues but must lose 4 Force plus card allowing scan. OR 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.
Sorry About The Mess & •Blaster Proficiency Interrupt PM 2 USED: If you just targeted with a blaster, add 3 to your total weapon destiny. LOST: During your control phase, fire one of your weapons. Any 'hit' targets are immediately lost. OR Lose 1 Force to place opponent's just 'hit' character in Lost Pile.
The Bith Shuffle & Desperate Reach Interrupt PM 5 Shuffle any player's Reserve Deck or Used Pile. OR During your move phase, relocate one of your characters (unless Disarmed) from Weather Vane to any Cloud City site. Character may not move for remainder of turn. OR Cancel Imperial Barrier or The Shield Doors Must Be Closed.
Yoda Stew & •You Do Have Your Moments Interrupt PM 2 USED: During opponent's turn, take up to 4 cards from your hand and place them on top of your Force Pile. LOST: At the start of the damage segment during a battle, before any cards have been forfeited, cause all attrition for both sides to be reduced to 0.

Starship

Image Card Type Rarity Destiny Game text
Outrider Starship PM 2 May add 2 pilots and 1 passenger. Utinni Effects which retrieve Force are immune to Alter, but are placed out of play when completed. While Dash or Leebo piloting, immune to attrition< 4.
Pulsar Skate Starship PM 2 May add 2 pilots and 6 passengers. May add ability of your (•) unique smuggler aboard to X on Kessel Run targeting that smuggler. When Booster, Mirax or Wedge piloting, Immune to attrition < 5.

Objective

Image Card Type Rarity Destiny Game text
Watch Your Step / This Place Can Be A Little Rough Objective PM 0 Watch Your Step: Deploy Cantina, Docking Bay 94 and Tatooine System. {For} remainder of game, opponent activates no Force at your Cantina. Your cards with ability are deploy +6 except Luke, smugglers, freighters, and [Independent] starships. Opponent's game text on Kessel is canceled. {While} this side up, once during each of your deploy phases, may take Corellia or Kessel into hand from Reserve Deck; reshuffle. {Flip} this card if you occupy two battlegrounds with smugglers or have completed two Kessel Runs. This Place Can Be A Little Rough: {While} this side up, your Force generation is +1 at each system you control with a smuggler. Opponent's Force generation at non-battleground locations is limited to 1. When you have two or more smugglers in a battle, add one battle destiny. Each of your smugglers is forfeit +2. Once during each turn, may play one interrupt from Lost Pile as if from hand (then place that card out of play). Sense, Alter, and Keep Your Eyes Open may not be played. {Flip} this card if you do not occupy two battlegrounds (unless you have completed two Kessel Runs).

Admiral's Order

Image Card Type Rarity Destiny Game text
No Questions Asked Admiral's Order PM 6 Force generation at sectors a player occupies is +1 for that player. Any independent starship with an alien pilot character aboard is immune to attrition < 4 (or adds 2 to immunity). During your control phase, one of your smugglers at a site related to a system occupied by your freighter or independent starship may either fire a blaster or make a regular move using personal landspeed.

Dark Side

Character

Image Card Type Rarity Destiny Game text
Arica Character PM 1 Deploys only to a site as an Undercover spy. While present, reduces Luke's forfeit and immunity to attrition by 2 here. During opponent's control phase, Arica may 'break cover' to fire one weapon (for free). Immune to attrition < 4.
Captain Gilad Pellaeon Character PM 2 Deploys for free to Thrawn's location. Each other Imperial aboard same capital starship is forfeit +2. Adds 2 to power of any capital starship he pilots (3 if Chimaera). While aboard Chimaera with Thrawn, also adds 2 to that starship's armor and hyperspeed.
Dr. Evazan & •Ponda Baba Character PM 3 Adds 3 to power of anything they pilot. Power -3 if opponent has a lightsaber present. Draws one battle destiny if not able to otherwise. May target any other character present that was just 'hit.' Target character is lost.
Grand Admiral Thrawn Character PM 1 Adds 3 to power of any starship he pilots. When piloting a star destroyer in battle, adds one battle destiny. While no other admiral and no star cruiser on table, your Admiral's Order just placed in Used Pile from table, may be taken into hand instead.
Guri Character PM 2 Adds 2 to power of anything she pilots. When present with Xizor, he may not be targeted by weapons. While Vader not here, opponent may draw no more than one battle destiny here. Immune to purchase, Restraining Bolt, and attrition < 5.
Jabba's Prize / Jabba's Prize Character PM 0 {Deploys only at start of game if Carbon Chamber Testing is on table to Security Tower, frozen and imprisoned, (instead of a Rebel from opponent's Reserve Deck). If You Can Either Profit By This... is on table, opponent does not deploy Han at start of game (relocate Jabba's Prize to Audience Chamber, flip Carbon Chamber Testing, and you may not move or transfer Jabba's Prize)}. May not be placed in Reserve Deck. Jabba's Prize is a persona of Han only while on table. If Jabba's Prize leaves table, place it out of play. May not be targeted by We're The Bait or Someone Who Loves You. While Jabba's Prize is at Audience Chamber, Jabba is power +3, defense value +3, and adds 3 to his immunity to attrition. If Jabba's Prize was just released, opponent may replace it with any Han from hand, Used Pile, or Reserve Deck; reshuffle (if not replaced, place Jabba's Prize out of play).
Kir Kanos Character PM 3 When armed with a Force pike, adds one battle destiny. Once during each of your deploy phases, lose 1 Force or place Kanos and cards deployed on him in owner's Used Pile (if Emperor on table, may use 1 Force instead).
Prince Xizor Character PM 1 Adds 2 to power of anything he pilots. When in battle at a site, draws one battle destiny if not able to otherwise and total ability of 6 or more required for opponent to draw battle destiny here. Immune to attrition < 5 when Vader not here.
Snoova Character PM 1 Deploys -3 to same site as any smuggler or bounty. During your deploy phase, a Vibro-Ax may deploy for free on Snoova from Reserve Deck; reshuffle. When Snoova excludes a target with a Vibro-Ax, he may capture target instead.
The Emperor Character PM 1 Deploys only to Coruscant or Death Star II. Never moves to a site occupied by opponent (even if carried). If Vader or Xizor here, and Luke is not on table, adds 2 to attrition against opponent at other locations. Immune to attrition.
Vigo Character PM 3 Deploys for free on Coruscant. Adds 2 to power of anything he pilots. While at a non-Coruscant battleground site and Vengeance Of The Dark Prince is on table, Force drain +1 here. Forfeit +2 when present with Xizor or another Vigo.

Effect

Image Card Type Rarity Destiny Game text
Sunsdown & Too Cold For Speeders Effect PM 2 Deploy on any planet system. At related sites: nighttime conditions are in effect; non-creature vehicles are power = 0, maneuver = 0, and landspeed = 0; spies deploy -1; and in battles there both sides add one destiny to power only.
There Is No Try & •Oppressive Enforcement Effect PM 1 Deploy on table. Sense and Alter are now Lost Interrupts. When any player makes a destiny draw for Sense or Alter, and that destiny draw is successful, that player loses 2 Force. Your Immediate Effects may deploy for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
Abyssin Ornament & •Wounded Wookiee Interrupt PM 2 USED: Take one non-unique alien into hand from Reserve Deck; reshuffle. LOST: During a battle, if opponent drew more than two battle destiny, cancel all but two of those destiny draws (your choice). OR If your non-unique alien is in a battle, cancel game text of one Rebel for remainder of turn.
Alter & Collateral Damage Interrupt PM 4 USED: Target your highest-ability character and one Effect. Draw Destiny. If destiny < ability of target character, cancel target Effect. LOST: If a battle was just initiated at a site where opponent has at least two characters and one weapon, draw destiny. If destiny < number of opponent's characters at that site, opponent chooses one to be lost.
Control & Set For Stun Interrupt PM 1 Cancel one Sense or Alter card. (Immune to Sense.) OR Cancel one Immediate Effect, Mobile Effect, or Force drain. OR Use 3 Force to target one opponent's character. Draw destiny. If destiny > character's ability, character immediately returns to opponent's hand. (Cards deployed on character return to owners' hands.)
Dark Maneuvers & Tallon Roll Interrupt PM 6 Add 2 to maneuver and 1 to power of any TIE for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the TIE's maneuver.) OR Target two starfighters (your TIE/ln and any Rebel starfighter) present at same system or sector. Each player draws destiny. Opponent totals destiny and starship's power. You total destiny, TIE's power, and TIE's maneuver. Lowest total loses starfighter (if tied, neither starfighter is lost).
Defensive Fire & •Hutt Smooch Interrupt PM 2 USED: Randomly select one card from opponent's hand and place it, unseen, in Used Pile. LOST: Capture one opponent's undercover spy ('cover is broken'). OR If opponent just deployed a spy to a site where opponent has no presence or Force icons, return spy to hand. Any Force used to deploy spy remains used and that card may not deploy this turn.
Evader & Monnok Interrupt PM 2 USED: Cancel all Revolutions in play. OR 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.
Ghhhk & Those Rebels Won't Escape Us Interrupt PM 2 USED: Cancel Nabrun Leids. LOST: If you just forfeited all your cards that participated in a battle you lost, cancel all remaining battle damage (Immune to Sense). OR Cancel Hyper Escape, Closer!?, or one 'react.' OR During your move phase, cancel Landing Claw.
Ommni Box & It's Worse Interrupt PM 5 USED: Shuffle any player's Reserve Deck or Lost Pile. LOST: If It Could Be Worse was just played, it is canceled and you may use X Force to raise damage against opponent by X amount. OR If opponent just lost Force from a battle, play to increase loss by 1 Force.
Sense & Uncertain Is The Future Interrupt PM 3 USED: Target your highest-ability character and one just-played Interrupt. Draw destiny. If destiny < ability of target character, cancel target Interrupt. LOST: Use 3 Force. Each player places hand onto Reserve Deck (if possible), then places Used Pile onto Reserve Deck; reshuffle. Each player then draws cards from Reserve Deck equal to the number of cards just placed from hand onto Reserve Deck (if any).
Sniper & •Dark Strike Interrupt PM 2 If you just targeted with a lightsaber, add 3 to your total weapon destiny. OR During your control phase, fire one of your weapons. Any 'hit' targets are immediately lost. OR Lose 1 Force to place opponent's just 'hit' character in Lost Pile

Starship

Image Card Type Rarity Destiny Game text
Stinger Starship PM 3 Permanent pilot provides 1 ability. May add Guri as pilot (suspends permanent pilot). Guri deploys aboard for free. When Guri piloting, adds one battle destiny and immune to attrition < 5.
Virago Starship PM 2 Permanent Pilot provides 1 ability. May add Xizor as pilot (suspends permanent pilot). Xizor deploys -3 aboard. When Xizor piloting, adds one battle destiny and immune to attrition < 5.

Objective

Image Card Type Rarity Destiny Game text
Agents Of Black Sun / Vengeance Of The Dark Prince Objective PM 0 Agents Of Black Sun: Deploy Imperial City (With Xizor there) and Coruscant system. {For} remainder of game, your aliens with 'Black Sun' in lore, bounty hunters, and information brokers are Black Sun Agents. You may not deploy cards with ability except Black Sun Agents, Emperor, or Independent starships. During your control phase, each of your bounty hunters may make a regular move to an adjacent site where there is a bounty. Scanning Crew may not be played. {Flip} this card if Xizor is at a battleground site and Luke is not at a battleground site. Vengeance Of The Dark Prince: {While} this side up, once per turn, may place a card from hand in Used Pile to peek at cards in your Force Pile. Once during each of your battle phases, may peek at top X cards of any Reserve Deck, where X = number of locations you occupy. For each Black Sun Agent in battle, attrition against opponent is +1. During your control phase, opponent loses 1 Force for each battleground location occupied by Xizor or Emperor. {Flip} this card if Luke is at a battleground site or if Xizor not on table.

Admiral's Order

Image Card Type Rarity Destiny Game text
Black Sun Fleet Admiral's Order PM 6 Any [Independent] starship with an alien pilot character aboard is immune to attrition < 4. At any site related to a system you occupy, your Black Sun agents are also information brokers. Information Exchange is immune to Alter. You may not retrieve Force for initiating a battle. During your control Phase, one of your [Independent] starships may make a regular move.