| Reflections III: A Collector's Bounty
|
|
| Game/Set
|
Star Wars CCG
|
| Expansion
|
Reflections III: A Collector's Bounty
|
| Publisher
|
Decipher
|
| Country
|
USA
|
| Date
|
2001
|
| Language
|
English
|
| Cards Total
|
113
|
| Card Size
|
63x88mm
|
Reflections III: A Collector's Bounty is the 31st expansion of Star Wars CCG.
It is published by Decipher in 2001 and consists of 113 cards.
Foil/premium set. CardGuide title: Reflections III: A Collector's Bounty.
Sources
Card list
Light Side
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Chewie, Enraged |
Character |
PM |
3 |
X = number of Imperials present. While with Han or Leia, adds 2 to your battle destiny draws here. During your turn, target one Imperial of power < 5 present. Target's game text canceled for remainder of turn. End of your turn: Use 2 Force to maintain OR Lose 1 Force to place in Used Pile OR Place out of play.
|
 |
Horace Vancil |
Character |
PM |
3 |
Deploys -1 on Naboo. While at Theed Palace Throne Room, once during your control phase may reveal one card (random selection) from opponent's hand. Opponent must place card in Used Pile or lose 1 Force.
|
 |
Lando Calrissian, Scoundrel |
Character |
PM |
5 |
Adds one battle destiny. If opponent initiates battle at same location, retrieve 1 Force and add its destiny number to Lando's power, or power of Falcon he is piloting. End of your turn: Use 1 Force to maintain OR Lose 2 Force to place in Used Pile OR Place out of play.
|
 |
Leia, Rebel Princess |
Character |
PM |
3 |
Twice per game, may place top card of Lost Pile on top of Reserve Deck to cancel a Force drain at a related site. Unless opponent's non-alien character here, opponent's total ability at same site = 0. Immune to attrition < 5 if with Luke, Han or Jabba.
|
 |
Obi-Wan Kenobi, Jedi Knight |
Character |
PM |
1 |
Deploys -2 to Naboo. Power +2 if Maul present. If Qui-Gon is participating in lightsaber combat and Obi-Wan is present, Qui-Gon may use Obi-Wan's combat cards. Immune to Sniper and attrition < 5.
|
 |
Qui-Gon Jinn, Jedi Master |
Character |
PM |
1 |
Deploys -2 to Naboo. Qui-Gon's game text may not be canceled. When Qui-Gon wins a lightsaber combat, adds 2 to opponent's Force loss. Once per game, may lose 2 Force to deploy a lightsaber on Qui-Gon from Lost Pile. Immune to attrition.
|
 |
Sio Bibble |
Character |
PM |
3 |
Agenda: order. While at same site as Amidala, your Force generation is +2 here. While on Naboo, subtracts one from opponent's Force drains at adjacent sites, and your other Republic characters present are power +1.
|
 |
Yoda, Master Of The Force |
Character |
PM |
4 |
Deploys only to Naboo or Coruscant. Once per game, may take a Sense, Control, or Alter into hand from Reserve Deck; reshuffle. Your Jedi present are immune to attrition < 4 (or < 5 if a Jedi Council member). Immune to attrition.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
A Remote Planet |
Effect |
PM |
5 |
Deploy on table. At [Episode I] Tatooine battleground sites, your Force drains are +1 and opponent's cards with ability are deploy -1. While Padme at a Tatooine battleground site, opponent's Force drains at related [Episode I] sites are -1. Place Effect in Used Pile if canceled.
|
 |
An Unusual Amount Of Fear |
Effect |
PM |
0 |
Before any starting cards are revealed, deploy on table with up to 10 cards from outside your deck face-down under here. Cards under here do not count toward your deck limit. Three times per game, may play a Defensive Shield from here, as if from hand.
|
 |
Armament Dismantled |
Effect |
PM |
6 |
Use 4 Force (or 1 Force if Obi-Wan is armed with a lightsaber) to deploy on table if Maul present with Obi-Wan. (Obi-Wan may not move that turn.) Maul's lightsaber may add only 1 to Force drains, and may be 'swung' only once per battle. (Immune to Alter.)
|
 |
Colo Claw Fish |
Effect |
PM |
4 |
Deploy on table. Cancels Opee Sea Killer. While no card here, you may place a card from hand face-up here. If you just drew weapon or battle destiny, you may exchange it for card here, which then counts as that destiny draw. (Immune to Alter.)
|
 |
Echo Base Sensors |
Effect |
PM |
5 |
Deploy on North Ridge if Main Power Generators on table. When opponent deploys a character or vehicle to a marker site, activate 1 Force and that card may not move that turn. Effect lost if opponent occupies an Echo site, or your Ice Storm on table. (Immune to Alter.)
|
 |
Energy Walls |
Effect |
PM |
5 |
During your control phase, deploy on Theed Palace Generator Core. No more than one character may deploy to here each turn, and characters may not move to or from here. Immediate Effect lost at end of opponent's turn.
|
 |
Ewok Celebration |
Effect |
PM |
5 |
Deploy on table. At Endor sites where you have an Ewok, your characters are forfeit and defense value +1 (+3 if you have two Ewoks at that site.) In battles at Endor sites where all your ability is provided by Ewoks, add one battle destiny. (Immune to Alter.)
|
 |
Lando's Not A System, He's A Man |
Effect |
PM |
5 |
Deploy on table. Once per turn, may target a character present with [Cloud City] Lando. For remainder of turn, target is forfeit = 0. During battle on Cloud City, you may use X Force (maximum 3) to add X to your total battle destiny. (Immune to Alter.)
|
 |
Opee Sea Killer |
Effect |
PM |
3 |
Deploy on table. Cancels Sando Aqua Monster. While no card here, may place an opponent's just-drawn battle destiny face-up here. If opponent just drew battle destiny with the same card title as card here, place both cards in opponent's Lost Pile. (Immune to Alter.)
|
 |
Sando Aqua Monster |
Effect |
PM |
5 |
Deploy on table. Cancels Opee Sea Killer and Colo Claw Fish. While no card here, you may draw destiny and place it face-up here. If you are about to draw a card for weapon or battle destiny, you may instead use card here, then place it in Lost Pile. (Immune to Alter.)
|
 |
Weapon Of A Fallen Mentor |
Effect |
PM |
6 |
If your non-[Permanent Weapon] lightsaber was just lost (or stolen) from a site, deploy on your character of ability > 4 at same site. Relocate that lightsaber to this character, who may use that lightsaber, and it may not be stolen. (Immune to Control.)
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Clinging To The Edge |
Interrupt |
PM |
5 |
If opponent's Dark Jedi with at least one combat card just initiated lightsaber combat against your Jedi with none, draw 3 destiny and choose 2 to use for lightsaber combat destiny. You may take other card into hand, or return it to top of Reserve Deck.
|
 |
Darth Maul's Demise |
Interrupt |
PM |
6 |
If your [Episode I] Jedi just defeated Maul in lightsaber combat, draw destiny. Add 2 if Qui-Gon out of play. If total > 6, place Maul out of play and you may search your Lost Pile and take any one card into hand. (Immune to Sense.)
|
 |
Desperate Times |
Interrupt |
PM |
4 |
During a battle where your opponent has more characters participating than you, fire (for free) one blaster that cannot fire repeatedly, even if that blaster was already fired this battle. Add 1 to your total weapon destiny.
|
 |
Diversionary Tactics |
Interrupt |
PM |
4 |
If your starfighter with a pilot character aboard is in a battle, target an opponent's starfighter present that has no characters aboard. For remainder of battle, both starfighters are power = 0, and target starfighter is forfeit = 0. (Immune to Sense.)
|
 |
Fall Of A Jedi |
Interrupt |
PM |
6 |
If your Jedi was just defeated in lightsaber combat, you may either: Reveal a Dark Jedi's combat cards and place one in opponent's Lost Pile (return others). OR Place Qui-Gon out of play and take [Episode I] Obi-Wan into hand from Lost Pile or Reserve Deck; reshuffle.
|
 |
Jedi Leap |
Interrupt |
PM |
3 |
During your deploy phase, lose 1 Force to relocate [Episode I] Obi- Wan to an adjacent Naboo site. OR Raise your converted interior Theed Palace site to the top.
|
 |
Strike Blocked |
Interrupt |
PM |
3 |
Take top card of Force Pile into hand. OR If opponent just revealed a combat card, it is canceled (place in opponent's Used Pile) and opponent must draw destiny instead (that destiny is reduced by 1). OR Cancel Maul Strikes, Dark Strike, or You Are Beaten.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Naboo: Theed Palace Generator |
Location |
PM |
0 |
Light: Your Jedi are power +2 here. Dark: Your Dark Jedi are power +1 here. Force drain -1 here.
|
 |
Naboo: Theed Palace Generator Core |
Location |
PM |
0 |
Light: Any characters of ability < 5 'hit' here (and all cards on them) are placed in owner's Used Pile. Dark: Any characters of ability < 5 'hit' here (and all cards on them) are placed in owner's Used Pile.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Han, Chewie, And The Falcon |
Starship |
PM |
2 |
Permanent pilots are •Han and •Chewie: provide ability of 5, add one battle destiny, and add 5 to power. Immune to attrition < 6, Come With Me, and Lateral Damage. End of your turn: Use 3 Force to maintain OR Place out of play.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Jar Jar's Electropole |
Weapon |
PM |
7 |
Deploys on Jar Jar. May 'throw' (place in Used Pile) to target a character, creature or vehicle. Draw destiny. If destiny +2 > defense value, target is landspeed = 0 and power -2 for remainder of turn.
|
 |
Obi-Wan's Lightsaber |
Weapon |
PM |
2 |
Deploy on [Episode I] Obi-Wan. May add 1 to Force drain if present at a Naboo battleground. May target a character or creature for free. Draw two destiny. Add 1 if targeting a Dark Jedi. Target hit, and its forfeit = 0, if total destiny > defense value.
|
 |
Qui-Gon's Lightsaber |
Weapon |
PM |
5 |
Deploy on Qui-Gon or [Episode I] Obi-Wan. Adds 1 to this character's lightsaber combat total. May target a character for free. Draw two destiny. Target hit, and it forfeit = 0, if total destiny > defense value (if hit target is a Dark Jedi, opponent also loses 1 Force).
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
We'll Handle This / Duel Of The Fates |
Objective |
PM |
0 |
We'll Handle This: Deploy Theed Palace Generator Core, Theed Palace Generator, and Inner Strength. {While} this side up, opponent may not Force drain where opponent has a Dark Jedi, and your Force drains at Naboo sites where you have a Jedi may not be canceled. Once during your control phase, may target one opponent's character present with your Jedi at an interior Theed Palace site. Target is lost. {Flip} this card if an opponent's Dark Jedi is present at an interior Naboo battleground site. Duel Of The Fates: {While} this side up, you may not Force drain or initiate battle at any location where you have a Jedi. Once during your move phase, your Jedi may initiate lightsaber combat against an opponent's Dark Jedi present: Each player draws 2 destiny. Loser (lowest total) loses 2 Force (cannot be reduced). If difference is 5 or greater, lost Force must come from Reserve Deck, and losing character is lost. {Flip} this card and retrieve 1 Force if opponent has no Dark Jedi present at any interior Naboo battleground.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Inner Strength |
Epic Event |
PM |
0 |
Deploy on table. You may not play Sorry About The Mess or Clash Of Sabers. During any deploy phase, you may place one card face-down under one of your Jedi. (These are that character's combat cards.) No character may have more than two combat cards at once. Instead of drawing lightsaber combat destiny or duel destiny, your participating character may use one of his combat cards. Place character's combat cards in owner's Used Pile when used (or if that character leaves table).
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
A Close Race |
Defensive Shield |
PM |
0 |
Plays on table. If you just lost a Podrace, your Force loss is limited to half the difference between the winning race total and your highest race total (round up). While you occupy three battlegrounds, Watto's Box is suspended.
|
 |
A Tragedy Has Occurred |
Defensive Shield |
PM |
0 |
Plays on table. Once per game, may use 1 Force to stack one Interrupt just played 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.
|
 |
Aim High |
Defensive Shield |
PM |
0 |
Plays on table. Whenever opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (X is equal to the full amount of Force allowed to be retrieved, regardless of the number of cards in opponent's Lost Pile.)
|
 |
Another Pathetic Lifeform |
Defensive Shield |
PM |
0 |
Plays on table. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny.
|
 |
Battle Plan |
Defensive Shield |
PM |
0 |
Plays on table. For either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site and a battleground system.
|
 |
Do, Or Do Not |
Defensive Shield |
PM |
0 |
Plays 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.
|
 |
Don't Do That Again |
Defensive Shield |
PM |
0 |
Plays on table. Once per game may take any Immediate Effect into hand from Reserve Deck; reshuffle. While opponent occupies no battleground systems, Mobilization Points is suspended.
|
 |
He Can Go About His Business |
Defensive Shield |
PM |
0 |
Plays on table. Cancels Responsibility Of Command and You Overestimate Their Chances. While Brangus Glee on table, once per turn you may search opponent's Lost Pile and place all docking bays found there out of play.
|
 |
Let's Keep A Little Optimism Here |
Defensive Shield |
PM |
0 |
Plays on table. While you occupy a Renegade planet location, operatives are forfeit = 0, operatives do not add to Force drains and your Force drains may not be reduced. (Renegade planet is defined on the Objective card Imperial Occupation.)
|
 |
Only Jedi Carry That Weapon |
Defensive Shield |
PM |
0 |
Plays on table. For opponent to steal a weapon from target character using a non-[Episode I] card, must first draw destiny. If destiny +1 > target's ability, weapon stolen. Otherwise, attempt fails and stealing card is placed out of play.
|
 |
Ounee Ta |
Defensive Shield |
PM |
0 |
Plays on table. At each opponent's <> site, your Rebels are each deploy -2 and your Force generation is +1.
|
 |
Planetary Defenses |
Defensive Shield |
PM |
0 |
Plays on any interior site. This location may not be targeted by Proton Bombs.
|
 |
Ultimatum |
Defensive Shield |
PM |
0 |
Plays on table. While you occupy at least 3 battlegrounds or opponent occupies no battlegrounds, you lose no more than 2 Force from each Force drain or 'insert' card.
|
 |
Wise Advice |
Defensive Shield |
PM |
0 |
Plays on table. Your Immediate Effects may play for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile.
|
 |
Your Insight Serves You Well |
Defensive Shield |
PM |
0 |
Plays on table. Cancels Scanning Crew. If an 'insert' card was just inserted or revealed, it is canceled.
|
 |
Your Ship? |
Defensive Shield |
PM |
0 |
Plays on table. Cancels A Dangerous Time. Each player may play only one card with 'sabacc' in title each turn. You may cancel an opponent's card with 'sabacc' in title by losing 1 Force from hand.
|
Dark Side
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Bib Fortuna |
Character |
PM |
3 |
While with Jabba, power +3 and, during your draw phase, may use 1 Force to count the number of cards in your Force Pile, place your Force Pile in your Used Pile, and then activate Force up to the counted number.
|
 |
Boba Fett, Bounty Hunter |
Character |
PM |
3 |
Text: Adds 3 to power of anything he pilots. Adds one battle destiny if with your alien or Imperial (or adds two battle destiny if with your bounty hunter or Vader). Immune to attrition < 5. End of your turn: Use 2 Force to maintain OR Lose 2 Force to place in Used Pile OR Place out of play.
|
 |
Jabba Desilijic Tiure |
Character |
PM |
3 |
While at Podrace Arena, once during your control phase may 'wager'. Both players draw destiny and add 2 if they have won a Podrace. Loser (lowest total) loses 1 Force. If you just won the wager and Bib Fortuna is present, you may retrieve 1 Force.
|
 |
Lord Maul |
Character |
PM |
1 |
Deploys -2 to Naboo. While with Qui-Gon, your battle destinies here are each +1. When Maul wins a lightsaber combat, adds 2 to opponent's Force loss. Immune to Clash Of Sabers and attrition < 5 (or < 6 if armed with a lightsaber). May not be Disarmed.
|
 |
Stormtrooper Garrison |
Character |
PM |
4 |
Imperial leaders present may not be targeted by weapons. While with an Imperial leader, adds one battle destiny. While at an opponent's site, Force drain +1 here (or +2 if also a Rebel Base). End of your turn: Use 1 Force to maintain OR Lose 1 Force to place in Used Pile OR Place out of play.
|
 |
Thok & Thug |
Character |
PM |
5 |
Deploys -2 to a Jabba's Palace site. If opponent just initiated battle at same site, may use X Force (limit 2) to add twice X to power. Your alien leaders present may not be targeted by weapons. End of your turn: Use 2 Force to maintain OR Lose 1 Force to place in Used Pile OR Place out of play.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Colo Claw Fish |
Effect |
PM |
4 |
Deploy on table. Cancels Opee Sea Killer. While no card here, you may place a card from hand face-up here. If you just drew weapon or battle destiny, you may exchange it for card here, which then counts as that destiny draw. (Immune to Alter.)
|
 |
Conduct Your Search |
Effect |
PM |
5 |
Deploy on table. Once during your deploy phase, you may deploy a non-Interrupt card with 'door' in title from your Reserve Deck; reshuffle. At Endor sites where you have a scout, Rebel scouts are power -1 and forfeit -3. (Immune to Alter.)
|
 |
Energy Walls |
Effect |
PM |
4 |
During your control phase, deploy on Theed Palace Generator Core. No more than one character may deploy to here each turn, and characters may not move to or from here. Immediate Effect lost at end of opponent's turn.
|
 |
Fear Is My Ally |
Effect |
PM |
0 |
Before any starting cards are revealed, deploy on table with up to 10 cards from outside your deck face-down under here. Cards under here do not count toward your deck limit. Three times per game, may play a Defensive Shield from here, as if from hand.
|
 |
Opee Sea Killer |
Effect |
PM |
3 |
Deploy on table. Cancels Sando Aqua Monster. While no card here, may place an opponent's just-drawn battle destiny face-up here. If opponent just drew battle destiny with the same card title as card here, place both cards in opponent's Lost Pile. (Immune to Alter.)
|
 |
Prepare For A Surface Attack |
Effect |
PM |
5 |
Deploy on table. Your Force drains at Hoth sites may not be canceled. Once per turn, if you just deployed an AT-AT to a Hoth site, you may deploy (at -2) a Star Destroyer to the Hoth system (or vice versa) from Reserve Deck; reshuffle. (Immune to Alter.)
|
 |
Qui-Gon's End |
Effect |
PM |
5 |
Deploy on a site where Maul just defeated Qui-Gon in lightsaber combat. Place Qui-Gon out of play. While Obi-Wan at this site, his lightsaber combat total is +2 and opponent loses 1 Force at the end of each of your turns. (Immune to Control.)
|
 |
Sando Aqua Monster |
Effect |
PM |
5 |
Deploy on table. Cancels Colo Claw Fish. While no card here, you may draw destiny and place it face-up here. If you are about to draw a card for weapon or battle destiny, you may instead use card here, then place it in Lost Pile. (Immune to Alter.)
|
 |
The Hutts Are Gangsters |
Effect |
PM |
5 |
Deploy on table. While Amidala with Jabba, her game text is canceled. While you occupy an [Episode I] Tatooine site with [Episode I] Jabba, once per turn you may place a card from hand in your Used Pile to draw a card from Reserve Deck. (Immune to Alter.)
|
 |
They Must Never Again Leave This City |
Effect |
PM |
5 |
Deploy on table. Opponent's movement from a Bespin location to a non-Bespin location requires +1 Force. Once per game, Executor deploys for free to Bespin system. Once per turn, may take into hand a TIE just forfeited from a Bespin location.
|
 |
Where Are Those Droidekas?! |
Effect |
PM |
4 |
Deploy on table. While no card here, may cancel a Force drain by placing a non-unique destroyer droid here from Reserve Deck; reshuffle. During your deploy phase, may use 5 Force to deploy (for free) a destroyer droid from here, as if from hand.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Blow Parried |
Interrupt |
PM |
3 |
Take top card of Force Pile into hand. OR If opponent just revealed a combat card, it is canceled (place in opponent's Used Pile) and opponent must draw destiny instead (that destiny is reduced by 1). OR Cancel Glancing Blow, Clash Of Sabers, or Obi-Wan's Journal.
|
 |
Dark Rage |
Interrupt |
PM |
5 |
If opponent just initiated a duel, use 3 Force to cancel it. OR Take Deep Hatred into hand from Reserve Deck; reshuffle. OR If Maul has no combat cards, target a Jedi to place one of their combat cards (random selection) in opponent's Used Pile. (Immune to Sense.)
|
 |
Force Push |
Interrupt |
PM |
5 |
Target opponent's Jedi with at least one combat card present with your Dark Jedi. Reveal one of target's combat cards (random selection). If revealed card's destiny > 4, place it on top of opponent's Reserve Deck. Otherwise, lose 1 Force. (Immune to Sense.)
|
 |
No Match For A Sith |
Interrupt |
PM |
4 |
If Maul armed with a lightsaber in battle, use 2 Force to draw two destiny. Opponent draws two destiny. If any of your destinies equal any of opponent's destinies, opponent's Jedi is power = 0 for remainder of battle.
|
 |
The Ebb Of Battle |
Interrupt |
PM |
5 |
Activate 1 Force. OR Add 1 to your just-drawn duel destiny. OR If under your Dark Jedi as one of that character's combat cards, reveal to opponent and place in your Lost Pile to cancel an opponent's Force drain.
|
 |
Through The Corridor |
Interrupt |
PM |
3 |
If opponent just initiated battle against Maul where opponent has two Jedi, cancel that battle and you may relocate one of those Jedi (your choice) to any adjacent site. That Jedi may not move for remainder of turn. (Immune to Sense.)
|
 |
Unsalvageable |
Interrupt |
PM |
5 |
During your turn, target an opponent's unpiloted starship present at a system, or an opponent's unpiloted vehicle. Target is lost (along with any cards aboard it). OR Cancel Hyper Escape, Power Pivot, or Out Of Commission.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Blockade Flagship: Hallway |
Location |
PM |
0 |
Dark: If you occupy, Force generation +1 here, and opponent's characters may not move from here. Light: Your Jedi deploy +2 here.
|
 |
Naboo: Theed Palace Generator |
Location |
PM |
0 |
Dark: Your Dark Jedi are power +2 here. Light: Your Jedi are power +1 here. Force drain -1 here.
|
 |
Naboo: Theed Palace Generator Core |
Location |
PM |
0 |
Dark: Any characters of ability < 5 'hit' here (and all cards on them) are placed in owner's Used Pile. Light: Any characters of ability < 5 'hit' here (and all cards on them) are placed in owner's Used Pile.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Blizzard 4 |
Vehicle |
PM |
4 |
May add 6 passengers. Permanent pilots provide ability of 4. When deployed, you may deploy (for free) an Imperial warrior aboard from your Reserve Deck; reshuffle. End of your turn: Use 1 Force to maintain OR Place out of play.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Aurra Sing's Blaster Rifle |
Weapon |
PM |
7 |
Deploy on Aurra Sing. May target a character or creature for free. Target loses all immunity to attrition for remainder of turn. Draw destiny. Target hit if destiny +1 > defense value. Jedi hit by Aurra Sing are power = 0 for remainder of battle.
|
 |
Maul's Double-Bladed Lightsaber |
Weapon |
PM |
1 |
Deploy on Maul. Adds 1 to Maul's lightsaber combat total. May lose 1 Force to add 2 to Force drain where present. Twice per battle, may target a character. Draw two destiny. Target hit, and its forfeit = 0, if total > defense value. While on Maul, may not be stolen.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Let Them Make The First Move / At Last We Will Have Revenge |
Objective |
PM |
0 |
Let Them Make The First Move: Deploy Theed Palace Generator Core, Theed Palace Generator, and Deep Hatred. {While} this side up, opponent may not Force drain where opponent has a Jedi, and your Force drains at Naboo sites where you have a Dark Jedi may not be canceled. Once during your control phase, may target one opponent's character present with your Dark Jedi at an interior Theed Palace site. Target is lost. {Flip} this card if an opponent's Jedi present at an interior Naboo battleground site. At Last We Will Have Revenge: {While} this side up, you may not Force drain or initiate battle at any location where you have a Dark Jedi. Once during your move phase, your Dark Jedi may initiate lightsaber combat against an opponent's Jedi present: Each player draws 2 destiny. Loser (lowest total) loses 2 Force (cannot be reduced). If difference is 5 or greater, lost Force must come from Reserve Deck, and losing character is lost. {Flip} this card and retrieve 1 Force if opponent has no Jedi present at any interior Naboo battleground.
|
| Image |
Card |
Type |
Rarity |
Destiny |
Game text
|
 |
Deep Hatred |
Epic Event |
PM |
0 |
Deploy on table. You may not play Sniper or You Are Beaten. During any deploy phase, you may place one card face-down under one of your Dark Jedi. (These are that character's combat cards.) No character may have more than two combat cards at once. Instead of drawing lightsaber combat destiny or duel destiny, your participating character may use one of his combat cards. Place character's combat cards in owner's Used Pile when used (or if that character leaves the table).
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| Image |
Card |
Type |
Rarity |
Destiny |
Game text
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A Useless Gesture |
Defensive Shield |
PM |
0 |
Plays on table. Cancels Don't Underestimate Our Chances. When opponent plays an Interrupt and has 3 smugglers on table, if that Interrupt is placed in Lost Pile, place it out of play. Ketwol may exchange a docking bay only once per game.
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 |
Allegations Of Corruption |
Defensive Shield |
PM |
0 |
Plays on table. Once per game, may use 1 Force to stack one Interrupt just played 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.
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 |
Battle Order |
Defensive Shield |
PM |
0 |
Plays on table. Unless Battle Plan on table, for either player to initiate a Force drain, that player must first use 3 Force unless that player occupies a battleground site and a battleground system.
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 |
Come Here You Big Coward |
Defensive Shield |
PM |
0 |
Plays on table. While you occupy a battleground and opponent occupies less than two battlegrounds, cancel: Asteroid Sanctuary, opponent's Force drains at non-battleground locations, and opponent's Force retrieval.
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 |
Crossfire |
Defensive Shield |
PM |
0 |
Plays on table. S-foils and Maneuvering Flaps are suspended where you have either a weapon present or a starship (or vehicle) with maneuver > 3 present.
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Do They Have A Code Clearance? |
Defensive Shield |
PM |
0 |
Plays on table. If opponent just retrieved Force using an Interrupt or Utinni Effect, you may place that card here. Opponent's Force retrieval is reduced by X, where X = number of cards here.
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 |
Fanfare |
Defensive Shield |
PM |
0 |
Plays on table. Cancels Order To Engage and Scramble. Once per game you may take any Immediate Effect into hand from Reserve Deck; reshuffle. While opponent occupies no battleground systems, Staging Areas is suspended.
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 |
Leave Them To Me |
Defensive Shield |
PM |
0 |
Plays on table. While you occupy a Subjugated planet location, operatives are forfeit = 0, operatives do not add to Force drains, and your Force drains may not be reduced. (Subjugated planet is defined on the Objective card Local Uprising.)
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No Escape |
Defensive Shield |
PM |
0 |
Plays on table. At opponent's <> site where opponent's creature present, you may deploy without presence or Force icons, and your Force generation there is +1.
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 |
Oppressive Enforcement |
Defensive Shield |
PM |
0 |
Plays on table. Your Immediate Effects may play for free. Whenever opponent cancels your card with Sense or Alter, place that canceled card in Used Pile.
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 |
Resistance |
Defensive Shield |
PM |
0 |
Plays on table. While you occupy at least 3 battlegrounds or opponent occupies no battlegrounds, you lose no more than 2 Force from each Force drain or 'insert' card.
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 |
Secret Plans |
Defensive Shield |
PM |
0 |
Plays on table. If opponent is about to retrieve X Force, opponent must first use X Force or that retrieval is canceled. (X is equal to the full amount of Force allowed to be retrieved, regardless of the number of cards in opponent's Lost Pile.)
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 |
There Is No Try |
Defensive Shield |
PM |
0 |
Plays 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.
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 |
Weapon Of A Sith |
Defensive Shield |
PM |
0 |
Plays on table. For opponent to steal a weapon from target character using a non-[Episode I] card, must first draw destiny. If destiny +1 > target's ability, weapon is stolen. Otherwise, attempt fails and stealing card is placed out of play.
|
 |
We'll Let Fate-a Decide, Huh? |
Defensive Shield |
PM |
0 |
Plays on table. Cancels Frozen Assets and Beggar. Each player may play only one card with 'sabacc' in title each turn. You may cancel an opponent's card with 'sabacc' in title by losing 1 Force from hand.
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 |
Wipe Them Out, All Of Them |
Defensive Shield |
PM |
0 |
Plays on table. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny.
|
 |
You Cannot Hide Forever |
Defensive Shield |
PM |
0 |
Plays on table. If an 'insert' card was just inserted or revealed, it is canceled.
|
 |
You've Never Won A Race? |
Defensive Shield |
PM |
0 |
Plays on table. Unless opponent occupies three battlegrounds, I Did It! is suspended. If Sebulba's Podracer on table, your Force loss from Boonta Eve Podrace is reduced by X, where X = number of battlegrounds you occupy.
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