Theed Palace

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Theed Palace
Game/Set Star Wars CCG
Expansion Theed Palace
Publisher Decipher
Country USA
Date 2001
Language English
Cards Total 129
Card Size 63x88mm

Theed Palace is the 32nd expansion of Star Wars CCG. It is published by Decipher in 2001 and consists of 129 cards.

This was the last set produced for Star Wars CCG. The most popular and notable card in this set is Darth Sidious who was, at that time, not considered by Decipher to be the same person as Emperor Palpatine or Senator Palpatine in the "game universe". CardGuide lists 129 cards.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Artoo, Brave Little Droid Character R 6 While aboard any starfighter, adds 2 to its power and hyperspeed. While in battle at a system, may place Artoo in Used Pile to cancel a just-drawn battle destiny. Cancels Lateral Damage targeting a starship at same system.
Artoo, Brave Little Droid (AI) Character R 6 While aboard any starfighter, adds 2 to its power and hyperspeed. While in battle at a system, may place Artoo in Used Pile to cancel a just-drawn battle destiny. Cancels Lateral Damage targeting a starship at same system.
Boss Nass Character R 1 While at an underwater site and all of your characters on Naboo are Gungans: add one battle destiny in battles at Naboo sites and once during your deploy phase may deploy a Gungan or Steady, Steady from Reserve Deck; reshuffle.
Boss Nass (AI) Character R 1 While at an underwater site and all of your characters on Naboo are Gungans: add one battle destiny in battles at Naboo sites and once during your deploy phase may deploy a Gungan or Steady, Steady from Reserve Deck; reshuffle.
Captain Tarpals Character R 2 Adds 1 to power of your other Gungans at same site. Opponent's characters may not move to underwater sites. Once per turn, if you just drew a Gungan for battle destiny, may deploy that Gungan for free to cancel that destiny and re-draw.
Corporal Rushing Character U 3 Deploys -1 to Naboo. While firing a blaster, adds one to total weapon destiny. Once per battle, if a battle droid was just hit by a blaster here, battle droid is lost and opponent loses 1 Force.
Dams Denna Character U 3 Once during your deploy phase, you may deploy a Kaadu, Fambaa or Eopie to same site from Reserve Deck; reshuffle. If you just lost a creature vehicle from same site, you may place that creature in your Used Pile.
General Jar Jar Character R 2 Once per game may take Brisky Morning Munchen into hand from Reserve Deck; reshuffle. Once per battle, may use 1 Force to target an opponent's droid present. Both players draw destiny. If your destiny + 1 > opponent's destiny, target lost.
General Jar Jar (AI) Character R 2 Once per game may take Brisky Morning Munchen into hand from Reserve Deck; reshuffle. Once per battle, may use 1 Force to target an opponent's droid present. Both players draw destiny. If your destiny + 1 > opponent's destiny, target lost.
Gungan General Character C 2 Deploys -1 to Naboo. Your Gungans at same site are forfeit +2. While in a battle, if you just drew a Gungan for battle destiny you may take that card into hand.
Gungan Guard Character C 2 Your Gungan leaders present may not be targeted by weapons. While defending a battle on Naboo, Power +4 and, whenever you draw a Gungan for battle destiny, add 3 to that destiny. Requires +2 Force to use landspeed.
Jerus Jannick Character U 2 Deploys - 2 to same site as Amidala. While in a battle with Amidala or Leia, your leaders present may not be targeted by weapons, and Jerus may be forfeited to satisfy all battle damage and attrition against you.
Lieutenant Arven Wendik Character U 2 Adds 2 to power of anything he pilots. While piloting Bravo 3 at same system as a battleship, adds one destiny to attrition only.
Lieutenant Chamberlyn Character U 2 Deploys -1 to Naboo. Once per game may deploy a blaster on Chamberlyn from Reserve Deck; reshuffle. Once during your control phase, may target a battle droid present and draw destiny. If destiny > 3, target lost.
Lieutenant Rya Kirsch Character U 3 Adds 2 to power of anything he pilots. While aboard Bravo 4, draws one battle destiny if not able to otherwise, and opponent's droid starfighters are deploy +2 at same system.
Mace Windu, Jedi Master Character R 1 Deploys -2 on Naboo. While on Naboo, once during your control phase may use 1 Force to cancel Maul's immunity to attrition for remainder of turn. Immune to attrition < 3 (< 5 while on Naboo).
Mace Windu, Jedi Master (AI) Character R 1 Deploys -2 on Naboo. While on Naboo, once during your control phase may use 1 Force to cancel Maul's immunity to attrition for remainder of turn. Immune to attrition < 3 (< 5 while on Naboo).
Officer Dolphe Character U 3 Adds 2 to power of anything he pilots. While aboard Bravo 2, draws one battle destiny if not able to otherwise, and opponent's battle destiny draws are -2 at same system.
Officer Ellberger Character U 2 Adds 2 to power of anythings she pilots. While piloting Bravo 5 and at same system as a droid starfighter, adds one destiny to attrition only.
Officer Perosei Character U 2 Once during your deploy phase, may use 1 Force to relocate Perosei to an adjacent Naboo site. While with a Republic character during battle, may place Perosei out of play to add 5 to your total power this battle.
Panaka, Protector Of The Queen Character R 2 Deploys for free to a Naboo site. While with Amidala at a Naboo site, opponent may not target Amidala with weapons. While on Naboo, immune to attrition < 5.
Panaka, Protector Of The Queen (AI) Character R 2 Deploys for free to a Naboo site. While with Amidala at a Naboo site, opponent may not target Amidala with weapons. While on Naboo, immune to attrition < 5.
Queen Amidala Character R 2 Deploys -1 to Naboo. Amidala and your other Republic characters present are defense value +2, and immune to You Are Beaten, Sniper, and attrition < 3.
Queen Amidala (AI) Character R 2 Deploys -1 to Naboo. Amidala and your other Republic characters present are defense value +2, and immune to You Are Beaten, Sniper, and attrition < 3.
Qui-Gon Jinn With Lightsaber Character R 1 Adds one battle destiny if with Maul. Permanent weapon is •Qui-Gon Jinn's Lightsaber (may target a character or creature for free; draw two destiny; target 'hit,' and its forfeit = 0, if total destiny > defense value).
Rep Been Character U 2 Deploys -1 to an underwater site. While at Boss Nass' Chamber: your Force generation here is +1 for each Gungan present, and once per game, may take an underwater site into hand from Reserve Deck; reshuffle.
Ric Olie, Bravo Leader Character R 2 Adds 3 to power of anything he pilots. While piloting during a battle at a system where you have two piloted Bravo Squadron starfighters, adds two battle destiny.
Royal Naboo Security Officer Character C 3 Power -1 while not on Naboo. While you have at least three other non-unique Royal Naboo Security Officers at related Naboo sites, draws one battle destiny if unable to otherwise.

Effect

Image Card Type Rarity Destiny Game text
Get To Your Ships! Effect C 5 Deploy on table. Once during your deploy phase, may reveal an unpiloted starfighter from hand to take its matching pilot character from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. (Immune to Alter.)
Gungan Energy Shield Effect C 5 Deploy on an exterior site. While your Fambaa here: your characters here may not be targeted by weapons, opponent's battle destiny draws here are -1, and characters must use +1 Force when moving to or from here using their landspeed.
It's On Automatic Pilot! Effect C 3 Deploy on table. Your N-1 starfighters are forfeit +2. During every draw phase, opponent loses 1 Force unless they occupy a battleground system. Effect lost if you do not occupy two battleground systems with [Republic] starships.
Naboo Celebration Effect R 5 Deploy on table. If Amidala at a Theed Palace site (or Boss Nass at an exterior Naboo site), opponent's cards with ability deploy +2 there. Once during battle at a Naboo site, if you just drew a Gungan or Royal Naboo Security for battle destiny, opponent loses 1 Force.
Senate Hovercam Effect R 3 Deploy on Galactic Senate. Amidala is politics +1 here. While you have a senate majority, your Force generation here is +3. Place Effect in Lost Pile if opponent controls this location.
Steady, Steady Effect C 4 Deploy on table. If you have two Gungans with different card titles at Battle Plains, your Force drains are +2 there. While two underwater sites on table, your Gungans and creature vehicles are immune to attrition < 4 where your Fambaa is present. (Immune to Alter.)
They Win This Round Effect R 5 If opponent just Force drained you at a location, deploy on that location. Opponent's Force drains here are +1. Your battle destiny draws here are +1 If you control this location, may place Immediate Effect in Used Pile to retrieve 4 Force. (Immune to Control.)
We Didn't Hit It Effect C 5 Deploy on table. Your Force generation is +1 at systems you control. Opponent's non-unique starfighters are deploy +1 (or +2 to a system you occupy). (Immune to Alter.)
Wesa Ready To Do Our-sa Part Effect C 5 Deploy on table. If your Gungan was just lost from a site, may place him here. Once per battle, may place one of your Gungans here out of play to add 4 to your total power during that battle.

Interrupt

Image Card Type Rarity Destiny Game text
Ascension Guns Interrupt U 5 During your move phase, target any number of your characters at Theed Palace Hallway. Draw destiny. If destiny +2 > number of characters targeted, relocate those characters to one other interior Naboo site. Otherwise targets are lost.
Big Boomers! Interrupt C 4 If there is more than 1 card in opponent's Force Pile, opponent must use 1 Force. OR Take a Fambaa or Booma into hand from Reserve Deck; reshuffle. OR If you just drew weapon destiny for your Booma, cancel that destiny to cause a re-draw.
Gimme A Lift! Interrupt R 5 Relocate Jar Jar to a battle just initiated at an adjacent site. OR Increase Jar Jar's landspeed by 1 for remainder of turn. OR If Jar Jar on Brisky Morning Munchen, take him into hand.
No Giben Up, General Jar Jar! Interrupt R 5 If you just lost a Gungan from table, place him in your hand. OR If Jar Jar and Tarpals are in a battle together, add two battle destiny.
Take This! Interrupt C 5 If you are about to draw weapon destiny for Proton Torpedoes, instead draw 3 and choose 1. OR For rest of turn, add 2 to any attempt to 'blow away' Blockade Flagship. OR Take Proton Torpedoes or Bravo Fighter into hand from Reserve Deck; reshuffle.
We Don't Have Time For This Interrupt R 5 If Amidala and Panaka are in a battle together, add two battle destiny. OR Target an interior Naboo site where opponent has a battle droid. Draw destiny. If destiny > number of battle droids at that site, one of them is lost (opponent's choice).
Wesa Gotta Grand Army Interrupt C 5 USED: Take a Fambaa, Battle Plains, or Boss Nass' Chambers into hand from Reserve Deck; reshuffle. OR Subtract one from any just drawn weapon destiny. LOST: Target an opponent's undercover spy with your Gungan. Target is lost.
Whoooo! Interrupt C 4 Take a unique (•) N-1 starfighter into hand from Reserve Deck; reshuffle. OR If a battle was just initiated at a system where opponent has a droid starfighter, all droid starfighters at that system are power -1 for remainder of turn.

Location

Image Card Type Rarity Destiny Game text
Blockade Flagship: Docking Bay Location U 0 Light: This site may not be converted. Dark: Your Docking Bay transit from here requires 1 Force. If just 'blown away', lose 4 Force.
Naboo: Boss Nass' Chambers Location U 0 Light: Once per game may take Boss Nass into hand from Reserve Deck; reshuffle. Dark: Opponent may not Force drain here. Immune to Revolution.
Naboo: Otoh Gunga Entrance Location U 0 Light: Your Gungans deploy -1 here and move from here for free. You may not Force drain here. Dark: Cards with ability (except Gungans) deploy +4 to underwater sites. Immune to Revolution.
Naboo: Theed Palace Hallway Location U 0 Light: Once per game may take Ascension Guns into hand from Reserve Deck; reshuffle. Dark: If your battle droid present, Force drain +1 here.

Starship

Image Card Type Rarity Destiny Game text
Bravo 1 Starship R 3 Deploys -1 to Naboo. May add 1 pilot. While Ric piloting, immune to attrition < 4 and draws one battle destiny if unable to otherwise.
Bravo 2 Starship U 2 Deploys -1 to Naboo. May add 1 pilot. While Dolphe piloting, immune to attrition < 4. While at Naboo system, your Bravo Squadron pilots at same system are forfeit +2.
Bravo 3 Starship U 2 Deploys - 1 to Naboo. May add one pilot. While Arven piloting, immune to attrition < 4. While at Naboo system, opponent's battle destiny draws are - 1 here.
Bravo 4 Starship U 2 Deploys -1 to Naboo. May add 1 pilot. While Rya piloting, immune to attrition < 4. While at Naboo system, adds 1 to each of your Force drains there.
Bravo 5 Starship U 2 Deploys -1 to Naboo. May add 1 pilot. While Ellberger piloting, immune to attrition < 3. While at Naboo, opponent's battleships present are power -1.
Bravo Fighter Starship R 3 Permanent pilot provides ability of 3. During your control phase, if landed aboard Blockade Flagship, may draw one destiny. If destiny > 6, place Bravo Fighter in your Used Pile; Flagship 'blown away.'

Vehicle

Image Card Type Rarity Destiny Game text
Fambaa Vehicle C 5 May add 2 'riders' (passengers). Ability = ½. Requires +1 Force to use landspeed. May not be attacked by creatures.
Gian Speeder Vehicle C 2 May add 1 driver and 3 passengers. May move as a 'react' to Naboo sites. Your battle destiny draws are +1 for each of your Royal Naboo Security present. (Limit +3.)
Kaadu Vehicle C 4 May add 1 'rider' (passenger). Ability = ½. Moves for free. While 'ridden' by a Gungan, may move as a 'react.' While at a swamp, adds 1 to your Force drains there.

Weapon

Image Card Type Rarity Destiny Game text
Amidala's Blaster Weapon R 6 Deploy on Amidala. May target a character or creature for free. Draw destiny. Character is power and forfeit = 0 if destiny > defense value. Creature lost if destiny +2 > defense value.
Booma Weapon C 4 Deploy on your Fambaa. Twice per battle may draw destiny. If destiny < total number of opponent's characters and vehicles present, one of them is lost (opponent's choice).
Captain Tarpals' Electropole Weapon C 6 Deploys on Captain Tarpals. May 'throw' (place in Used Pile) to target a character, creature or vehicle for free. Draw destiny. If destiny +3 > defense value, target is landspeed = 0 and power - 3 for remainder of turn.
Electropole Weapon C 5 Deploy on your Gungan. May target a character for free. Draw destiny. If destiny > defense value, character is power -4 for remainder of turn. At the end of battle here, may place this electropole on top of Reserve Deck.
Proton Torpedoes Weapon C 4 Use 1 Force to deploy on your N-1 starfighter. May target a starship using 1 Force. Draw Destiny. Target hit if destiny > defense value. While on Bravo Fighter and you are attempting to 'blow away' Blockade Flagship, adds 2 to your total.

Objective

Image Card Type Rarity Destiny Game text
We Have A Plan / They Will Be Lost And Confused Objective U 0 We Have A Plan: Deploy Theed Palace Throne Room, Theed Palace Hallway, and Theed Palace Courtyard. {For} remainder of game, you may not deploy cards with ability except [Episode I] Jedi, aliens, [Episode I] vehicles, Republic characters and [Republic] starships. Your Destiny is suspended. You lose no Force to Vengeance Of The Dark Prince. {While} this side up, you may not deploy characters to interior Naboo sites. Once per turn, may activate 1 Force. {Flip} this card if you control Theed Palace Throne Room (with Amidala there). They Will Be Lost And Confused: {While} this side up, you lose no more than 2 Force to any Force drain. Your [Republic] starships are power +2 and immunity to attrition of [Trade Federation] starships is canceled. If opponent just drew a battle destiny greater than three, you may use 1 Force to cancel that battle destiny. During your control phase, opponent loses 2 Force for each battleground site you control with Amidala or Panaka. {Flip} this card if opponent controls Theed Palace Throne Room.

Admiral's Order

Image Card Type Rarity Destiny Game text
I'll Try Spinning Admiral's Order R 6 Landed starfighters and vehicles aboard starships are forfeit = 0. Once during your control phase may target your N-1 starfighter and opponent's starfighter present at same system. Both players draw destiny. You add your starfighter's power and maneuver. Opponent adds starfighter's power. Starship with lowest total is lost.
Let's Go Left Admiral's Order R 6 Non-pilot characters aboard starships are forfeit -4. Whenever a player's starship is 'hit', that player loses 1 Force (2 if starship was hit by Proton Torpedoes). At systems where you have only [Republic] starships, all of those starships are immune to attrition < 4. At sites related to a system you occupy, your battle destinies may not be canceled by opponent.

Dark Side

Character

Image Card Type Rarity Destiny Game text
3B3-10 Character U 2 While at Theed Palace Hallway, opponent's characters may not move from here. Once per game may take Halt! Into hand from Reserve Deck; reshuffle.
3B3-1204 Character U 2 While with two other battle droids, may use 1 Force to target an opponent's Jedi present. Target's immunity to attrition is canceled for remainder of turn.
3B3-21 Character U 2 If opponent just initiated a battle at same site, may use X Force to reveal the top X cards of your Reserve Deck. (maximum 4). Any battle droids revealed this way may deploy for free; all other cards are lost.
3B3-888 Character U 2 Once per turn may use 1 Force to target an opponent's character present; target is defense value -3 for remainder of turn. While with another battle droid at a site, draws one battle destiny if unable to otherwise.
Battle Droid Officer Character C 2 Your infantry battle droids deploy -1 to same site. While with another battle droid, adds 1 to your total battle destiny here. Your battle droids may move to this site for free.
Battle Droid Pilot Character C 3 Adds 2 to power of anything he pilots (3 while piloting a battleship). While piloting a battleship, draws one battle destiny if unable to otherwise.
Bok Askol Character U 3 Once during your deploy phase, may draw destiny: (0-2) no result; (3-4) Askol draws one battle destiny if unable to otherwise for remainder of turn; (5+) Askol is power +4 for remainder of turn.
Captain Daultay Dofine Character R 1 Adds 3 to power of any capital starship he pilots. Once per game may take Activate The Droids into hand from Reserve Deck; reshuffle. While aboard Blockade Flagship, it is immune to attrition < 5 and Activate The Droids is immune to Alter.
Darth Maul With Lightsaber Character R 1 Permanent weapon is •Maul's Double-Bladed Lightsaber (twice per battle, may target a character for free; draw two destiny; target 'hit,' and its forfeit = 0, if total destiny > defense value).
Darth Sidious Character R 1 While no other characters present, if opponent just lost a Jedi from table, may lose 1 Force to place that Jedi out of play. While on Coruscant, may use 1 Force to add one battle destiny in a battle your Neimoidian is in. Immune to attrition.
Darth Sidious (AI) Character R 1 While no other characters present, if opponent just lost a Jedi from table, may lose 1 Force to place that Jedi out of play. While on Coruscant, may use 1 Force to add one battle destiny in a battle your Neimoidian is in. Immune to attrition.
Infantry Battle Droid Character C 3 Power +1 in battles you initiate. Once per turn, if this droid just fired a blaster and 'hit' an opponent's character, opponent loses 1 Force. Opponent's Gungans and Republic characters present are forfeit -1.
Nute Gunray, Neimoidian Viceroy Character R 1 Your [Presence] droids and AATs are destiny +1 if drawn for battle or weapon destiny. Once per turn, may take Take Them Away into hand from Reserve Deck; reshuffle. Immune to attrition < X, where X = twice the number of [Presence] droids present.
Nute Gunray, Neimoidian Viceroy (AI) Character R 1 Your [Presence] droids and AATs are destiny +1 if drawn for battle or weapon destiny. Once per turn, may take Take Them Away into hand from Reserve Deck; reshuffle. Immune to attrition < X, where X = twice the number of [Presence] droids present.
OOM-9 Character U 3 Adds 2 to power of anything he pilots. May add or subtract one from a just drawn Energy Shell weapon destiny draw here. While at Battle Plains, twice per game may take Open Fire! or Cease Fire! into hand from Reserve Deck; reshuffle.
OWO-1 With Backup Character R 1 Requires +2 Force to use Landspeed. Power +1 for each of opponent's Jedi present. While with a battledroid at a site, draws two battle destiny if unable to otherwise. Opponent's Force drains are -1 at adjacent sites.
Rayno Vaca Character U 3 Your characters may move from here using their landspeed for free. During your control phase, may place Vaca in Used Pile to take Lana Dobreed into hand from Reserve Deck; reshuffle.
Rune Haako, Legal Counsel Character R 2 While at Theed Palce Throne Room, your attrition against opponent in battles at same and related Naboo sites is +X, where X = number of battle droids present at that site. While with a battle droid, Haako is power and defense value +2.
Rune Haako, Legal Counsel (AI) Character R 2 While at Theed Palce Throne Room, your attrition against opponent in battles at same and related Naboo sites is +X, where X = number of battle droids present at that site. While with a battle droid, Haako is power and defense value +2.
Sil Unch Character U 2 Adds 3 to power of anything he pilots. While aboard a battleship, that battleship is immune to attrition < 4 and draws a battle destiny if not able to otherwise.
SSA-1015 Character U 2 While with an opponent's Jedi, your other battle droids present are power +1. Opponent's Jedi are deploy +4 to same site. While with another battle droid at a site, draws one battle destiny if unable to otherwise.
SSA-306 Character U 2 At same site, opponent's spies and smugglers are deploy +4 and may not apply their ability toward drawing battle destiny. While with another battle droid at a site, draws one battle destiny if unable to otherwise.
SSA-719 Character R 2 While with another battle droid, power +3. If with a battle droid on Naboo and you just verified opponent's Reserve Deck, may lose 2 Force to search that Reserve Deck and place one card you find there out of play.
Tank Commander Character C 3 Adds 3 to power of any AAT he pilots. While piloting an AAT, forfeit +2, draws one battle destiny if unable to otherwise, and your other [Presence] droids at this site are immune to attrition < 4.

Effect

Image Card Type Rarity Destiny Game text
Activate The Droids Effect C 4 Deploy on your Blockade Flagship (may not deploy on a site). Whenever you initiate a battle at a related planet site where youhave a battle droid, you may activate 2 Force or retrieve 1 Force.
After Her! Effect R 5 If opponent just Force drained you at a location, deploy on that location. Opponent's Force drains here are +1. Your battle destiny draws here are +1. If you control this location, may place Immediate Effect in Used Pile to retrieve 4 Force. (Immune to Control.)
At Last We Are Getting Results Effect C 4 Deploy on table. Your [Trade Federation] starfighters are forfeit +2. During every draw phase, opponent loses 1 Force unless they occupy a battleground system. Effect lost if you do not occupy two battleground systems with [Trade Federation] starships.
Droid Racks Effect R 1 Use 4 Force to deploy on table. If your battle droid was just lost, may place it here. During your control phase, may use 2 Force (1 Force if your piloted MTT on table) to take any battle droid from here into hand. (Immune to Alter.)
Fighters Straight Ahead Effect U 3 Deploy on table. Your Force generation is +1 at systems you control. Opponent's non-unique starfighters are deploy +1 (or +2 to a system you occupy). (Immune to Alter.)
Naboo Occupation Effect R 5 Deploy on table. During your draw phase, may use 3 Force: until end of next turn, opponent generates no Force at Naboo sites you control with a battle droid. Place Effect in Lost Pile if you have no battle droids on Naboo. (Immune to Alter.)
Open Fire! Effect C 5 Deploy on your AAT. Once during your control phase may use 3 Force to fire your AAT Laser Cannon on this AAT for free.
Senate Hovercam Effect R 3 Deploy on Galactic Senate. While you have a senate majority, your Force generation here is +3, and your Force generation at Coruscant locations is immune to This Place Can Be A Little Rough. Place Effect in Lost Pile if opponent controls this location.

Interrupt

Image Card Type Rarity Destiny Game text
Cease Fire! Interrupt C 4 If a battle was just initiated, lose 2 Force to prevent all weapons from being fired for remainder of battle. OR Target all your battle droids at a site. Targets may not have their forfeit value reduced for remainder of turn. OR Cancel Blaster Proficiency.
Drop Your Weapons Interrupt C 5 Target an opponent's weapon at same site as your battle droid. Each of that weapon's destiny draws are -1 for remainder of turn. OR If your battle droid just fired a blaster and hit a character, all opponent's weapons at same site are lost.
Halt! Interrupt C 6 During any deploy phase, target a character at same site as your battle droid. Target is landspeed = 0 for remainder of turn. OR If opponent just deployed a character to same site as your battle droid, opponent must use 1 Force or place that character in hand.
Master, Destroyers! Interrupt R 5 USED: Target a character at same site as two of your destroyer droids. For remainder or turn, target may not fire weapons and is power -2. LOST: Lose 1 Force to take up to three non-unique destroyer droids into hand from Reserve Deck; reshuffle.
Rolling, Rolling, Rolling Interrupt R 5 Take any non-unique destroyer droid into hand from Reserve Deck; reshuffle. OR During your deploy phase, relocate your destroyer droid to an adjacent site.
Take Them Away Interrupt C 4 USED: Subtract one from a just drawn battle destiny. LOST: During opponent's control phase, use X Force to 'break cover' of an opponent's undercover spy at same site as your battle droid or Neimoidian, where X = spy's deploy cost.
There They Are! Interrupt U 5 If a battle was just initiated, your non-unique battle droids are each power +1 for remainder of battle. (Immune to Sense if battle at a Naboo site.) OR Take a non-unique battle droid or non-unique droid starfighter into hand from Reserve Deck; reshuffle.
This Is Not Good Interrupt C 4 USED: For remainder of turn, subtract 2 from any attempt to 'blow away' Blockade Flagship. LOST: During any deploy phase, use 3 Force to target any starship at same system as your battleship. Target is hyperspeed = 0 until end of turn.
Trade Federation Tactics Interrupt U 6 Use 2 Force to target a starship at same system as your [Trade Federation] starship armed with a weapon. Target is forfeit = 0 until end of turn. OR During battle, add X to your total power, where X = armor of one of your [Trade Federation] starships in that battle.
We're Hit, Artoo Interrupt C 5 Once during battle, target a participating starfighter present with your droid starfighter. Draw destiny. If destiny > target's defense value, target 'hit.' OR If opponent's starfighter was just 'hit' where your droid starfighter is present, activate up to 4 Force.

Location

Image Card Type Rarity Destiny Game text
Blockade Flagship: Docking Bay Location U 0 Dark: Your Docking Bay transit from here is free. Light: Your Docking Bay transit to and from here requires +8 Force.
Naboo: Theed Palace Hallway Location U 0 Dark: Once per game, may deploy a battle droid here from Reserve Deck; reshuffle. Light: Force drain -1 here.

Starship

Image Card Type Rarity Destiny Game text
Blockade Flagship Starship R 1 May add 4 pilots, 4 passengers, 2 vehicles and 4 droid starfighters. Permanent pilot provides ability of 2. Once per game, may deploy a Neimoidian pilot aboard from Reserve Deck; reshuffle.
DFS Squadron Starfighter Starship C 2 Deploys -1 to Naboo or same system as your battleship. While at same system as your battleship, may deploy Droid Starfighter Laser Cannons aboard from Reserve Deck; reshuffle.
DFS-1015 Starship U 2 Deploys -1 to same location as your battleship. While with another droid starfighter at a system, once per battle if about to draw a battle destiny here, may instead draw two and choose one.
DFS-1308 Starship R 2 Deploys -1 to same location as your battleship. While with another droid starfighter at a system, opponent may not draw more than one battle destiny here.
DFS-327 Starship C 2 While at same system as your battleship, DFS-327 is power +3, and opponent's pilots deploy +2 to starfighters at this system.
Trade Federation Landing Craft Starship C 2 May add 2 pilots and 6 vehicles. Deploys and moves like a starfighter. While at a site, once during your deploy phase may take an MTT into hand from Reserve Deck; reshuffle.

Vehicle

Image Card Type Rarity Destiny Game text
AAT Assault Leader Vehicle R 3 May add 1 pilot and 3 passengers. While piloted at same site as another AAT, adds two battle destiny. May deploy Energy Shell Launchers aboard from Reserve Deck; reshuffle. Immune to attrition < 5.
Armored Attack Tank Vehicle U 2 May add 1 pilot and 3 passengers. While piloted at same site as a battle droid, adds two battle destiny. Landspeed may not be increased. Immune to attrition < 4.
Multi Troop Transport Vehicle U 3 May add 1 pilot and 7 passengers. Your battle droids may move from this site for free. Immune to attrition < 3.
Single Trooper Aerial Platform Vehicle C 3 May add 1 pilot. May move as a 'react'. When piloted by a battle droid, vehicle and pilot are immune to attrition < 4. Pilot's power = 0. If lost, character aboard may 'jump off' (disembark).
TT-6 Vehicle R 4 May add 7 passengers. Once per turn, may deploy a battle droid leader to same site from Reserve Deck; reshuffle. Immune to attrition < 3 (< 5 if your AAT or STAP present).
TT-9 Vehicle R 4 May add 4 passengers and 3 STAPs. Once per turn, may deploy a STAP to same site from Reserve Deck; reshuffle. Immune to attrition < 3 (< 5 if your AAT or STAP present).

Weapon

Image Card Type Rarity Destiny Game text
AAT Laser Cannon Weapon U 4 Deploy on your AAT. May target a character (use 1 Force) or vehicle (for free) at same or adjacent site. Draw destiny. Character lost if destiny +1 > defense value. Vehicle lost if destiny +3 > defense value. May target a creature for free. Creature is lost.
Droid Starfighter Laser Cannons Weapon C 6 Deploy on your droid starfighter. May target a starship using 2 Force. Draw destiny. Target hit if destiny > defense value. If destiny +1 = defense value, target is power = 0 until end of turn.
Energy Shell Launchers Weapon C 2 Deploy on your AAT. May target a character or vehicle using 1 Force. Draw destiny. May subtract 1. If destiny = target's destiny number, target is hit.
STAP Blaster Cannons Weapon C 2 Deploy on your STAP. Vehicle is power +3. May target a character, creature or vehicle for free. Draw two destiny and choose one. Target hit if destiny +2 > defense value.

Objective

Image Card Type Rarity Destiny Game text
Invasion / In Complete Control Objective U 0 Invasion: Deploy Naboo system with Blockade Flagship there, swamp, and Droid Racks. {For} remainder of game, you may not deploy cards with ability except [Trade Federation] starships and characters with 'Trade Federation' in lore. Civil Disorder is canceled. {While} this side up, once during your deploy phase may deploy a Naboo site from Reserve Deck; reshuffle. Opponent's Force icons at Naboo system are canceled. {Flip} this card if you control Theed Palace Throne Room (with a Neimoidian there) and Naboo system. In Complete Control: {While} this side up, you lose no more than 2 Force to any Force drain. Your battle droids deploy -1. If you have two [Presence] droids with different card titles (or a [Presence] droid and a Neimoidian) in battle at a site, draw two battle destiny if unable to otherwise. Your droid starfighters are immune to attrition < 3. If opponent just drew an Interrupt for battle destiny, once per battle you may place that card out of play. {Flip} this card if opponent controls Naboo system or Theed Palace Throne Room.

Admiral's Order

Image Card Type Rarity Destiny Game text
Nothing Can Get Through Our Shield Admiral's Order R 6 Non-pilot characters aboard starships are forfeit -4. Whenever a player's starship is 'hit', that player loses 1 Force (2 if starship was hit by Droid Starfighter Laser Cannons). At systems where you have only [Trade Federation] starships, all of those starships are immune to attrition < 4. At sites related to a system you occupy, your battle destinies may not be canceled by opponent.
The Deflector Shield Is Too Strong Admiral's Order R 6 Landed starfighters and vehicles aboard starships are forfeit = 0. Once during your control phase may target your droid starfighter and opponent's starfighter present at same system. Both players draw destiny. You add your starfighter's power and maneuver. Opponent adds starfighter's power. Starship with lowest total is lost.