Coruscant

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Coruscant
Game/Set Star Wars CCG
Expansion Coruscant
Publisher Decipher
Country USA
Date 2001
Language English
Cards Total 189
Card Size 63x88mm

Coruscant is the 30th expansion of Star Wars CCG. It is published by Decipher in 2001 and consists of 189 cards.

Coruscant focuses on events from the middle of Star Wars: Episode I – The Phantom Menace, especially Senatorial conflict. Notable cards include new versions of Queen Amidala, Qui-Gon, and Darth Maul as well as the introduction of Mace Windu. CardGuide lists 189 cards.

Sources

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Captain Madakor Character R 2 Adds 2 to power of anything she pilots. While piloting Radiant VII and you have no other starships at same system, opponent may not draw more than one battle destiny here.
Captain Panaka Character R 2 Deploys -1 to same site as Amidala. Once per game, may deploy a blaster on Panaka from Reserve Deck; reshuffle. Once per turn, if Panaka just fired a blaster and 'hit' a character, opponent loses 2 Force.
Coruscant Guard Character C 3 Once per turn, may use 1 Force to add 2 to politics of one of your senators present for remainder of turn. While present at Galactic Senate, all characters without politics here are forfeit = 0 (except Coruscant Guards).
Depa Billaba Character R 2 Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once per turn may use 1 Force to peek at the top card of any Reserve Deck and place that card on top of owner's Reserve Deck or Used Pile.
Freon Drevan Character U 3 Cancels game text of opponent's accountants and tax collectors at same or adjacent site. While in a battle at a site, your battle destiny draws may not be canceled, and you may not draw more than two battle destiny.
Graxol Kelvyyn Character U 3 While at Podrace Arena, at end of opponent's turn: you retrieve 1 Force if Anakin's Podracer is leading the Podrace, or you lose 1 Force if Anakin's Podracer is losing the Podrace.
Gungan Warrior Character C 3 Deploys -1 to a Naboo site opponent occupies. While with another Gungan, draws one battle destiny if unable to otherwise. Power +3 while armed with an electropole.
Horox Ryyder Character C 3 Agendas: order, taxation, peace. While in a senate majority, opponent may not draw more than one battle destiny at battleground systems, and you may not cancel opponent's battle destiny draws at systems.
Jawa Character C 3 Deploys only on Tatooine. *To deploy, requires 1 Force from each players' Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent just initiated a Force drain at adjacent site, may use 2 Force to reduce it by 1.
Ki-Adi-Mundi Character U 2 Deploys +3 if not to Jedi Council Chamber. While at a battleground site, if opponent just initiated a battle at same or adjacent site, opponent must lose top card of their Reserve Deck (if possible). Immune to attrition < 5 while at Jedi Council Chamber.
Liana Merian Character U 2 Agendas: peace, trade. While in a senate majority, once during opponent's turn, target an opponent's just drawn battle destiny; opponent must use or lose 2 Force or that battle destiny = 0.
Lieutenant Williams Character U 3 Adds 2 to power of anything he pilots. While piloting Radiant VII and you have no other starships at same system, unless opponent has total ability > 6 piloting here, opponent's total battle destiny here is -3.
Mace Windu Character R 1 Deploys +3 to any location except Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once during your control phase, if Amidala at a battleground site and Maul not on table, opponent loses 2 Force.
Mace Windu (AI) Character R 1 Deploys +3 to any location except Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and once during your control phase, if Amidala at a battleground site and Maul not on table, opponent loses 2 Force.
Mas Amedda Character U 2 Agenda: order. If with Valorum, your Force generation at this location is +1. While in a senate majority, once during your control phase, if you occupy a battleground site and a battleground system, opponent loses 2 Force.
Master Qui-Gon Character R 1 Deploys -2 on Coruscant. If opponent's Dark Jedi on table, during your move phase may use 4 Force to return Qui-Gon (and all cards on him) to owner's hand. Immune to attrition and You Are Beaten.
Master Qui-Gon (AI) Character R 1 Deploys -2 on Coruscant. If opponent's Dark Jedi on table, during your move phase may use 4 Force to return Qui-Gon (and all cards on him) to owner's hand. Immune to attrition and You Are Beaten.
Murr Danod Character R 2 Your weapons and devices deploy -1 to same site. While with your unique (*) smuggler at an exterior site, opponent's total battle destiny here is -1 for each [Light Side] at same site.
Naboo Fighter Pilot Character C 3 Deploys -2 at Naboo. If just deployed aboard a N-1 starfighter, you may activate 1 Force. Adds 2 to the power of any starfighter he pilots (or 3 if piloting a N-1 starfighter). Forfeit + 1 when forfeited during a battle at a system.
Phylo Gandish Character R 2 Deploys for free at a docking bay. Adds 2 to the power of anything she pilots. While at opponent's docking bay, adds 2 to your Force drains there, and your other characters there are defense value +1 and immune to attrition < 4.
Plo Koon Character R 2 Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, immune to attrition and, once per turn if a weapon or battle destiny was just drawn, may cancel and cause a re-draw.
Queen Amidala, Ruler Of Naboo Character R 3 Agendas: justice, peace. While in a senate majority, once during your control phase, may retrieve 1 Force for each Naboo site you control. May be placed on your Political Effect instead of a senator. Immune to attrition < 3.
Queen Amidala, Ruler Of Naboo (AI) Character R 3 Agendas: justice, peace. While in a senate majority, once during your control phase, may retrieve 1 Force for each Naboo site you control. May be placed on your Political Effect instead of a senator. Immune to attrition < 3.
Ric Olie Character R 2 Adds 3 to power of anything he pilots (or adds 4 if Queen's Royal Starship). While piloting Queen's Royal Starship, once during a battle Ric is in, may use X Force to reduce attrition against you by X.
Sabe Character R 3 While at same site as Amidala, Sabe is power +2 and Amidala is immune to attrition. When at a site, during your deploy phase may place Sabe out of play to deploy Amidala to that site (for free) from your Reserve Deck (reshuffle) or Lost Pile.
Sache Character U 3 While at same site as Amidala, Sache is power +2 and Amidala is defense value +2. If just lost during a battle, may use 2 Force to take Sache into hand.
Sei Taria Character U 3 Agendas: peace, taxation. If with Valorum, your Force generation at this location is +1. While in a senate majority, your Force drains are +1 at battleground systems while you control a battleground site.
Senator Palpatine Character R 3 Agendas: ambition, peace, order. While in a senate majority, once per turn, if opponent just drew battle destiny, use 1 Force to add its destiny number to your total power in that battle (you may not cancel that draw). Amidala is politics +1 here.
Senator Palpatine (AI) Character R 3 Agendas: ambition, peace, order. While in a senate majority, once per turn, if opponent just drew battle destiny, use 1 Force to add its destiny number to your total power in that battle (you may not cancel that draw). Amidala is politics +1 here.
Supreme Chancellor Valorum Character R 3 Agendas: justice, order. While in a senate majority, once per turn may use 2 Force to cancel a just drawn battle destiny at another site where you have a Republic Character. Opponent may use X Force; Valorum is politics - X for remainder of turn.
Supreme Chancellor Valorum (AI) Character R 3 Agendas: justice, order. While in a senate majority, once per turn may use 2 Force to cancel a just drawn battle destiny at another site where you have a Republic Character. Opponent may use X Force; Valorum is politics - X for remainder of turn.
Tendau Bendon Character U 2 Agendas: justice, peace. While in a senate majority, if you have at least one card in hand, once during your control phase may place your hand in Used Pile to draw up to four cards from Reserve Deck.
Yane Character U 3 While at a Theed Palace site or same site as Amidala, opponent's Republic characters are deploy +1 here and Yane is forfeit +3. If just lost during a battle, may use 2 Force to place Yane in Used Pile.
Yarua Character U 2 Agendas: justice, taxation. While in a senate majority, retrieve 1 Force when you initiate a Force drain at a battleground system. Once per turn, may use 1 Force to target a senator present with a wealth agenda. Target is politics -2 this turn.
Yoda, Senior Council Member Character R 1 Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, you lose no Force from Dagobah: Cave and, during your move phase, may use 4 Force to relocate your other Jedi here to any site you occupy. Immune to attrition.
Yoda, Senior Council Member (AI) Character R 1 Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, you lose no Force from Dagobah: Cave and, during your move phase, may use 4 Force to relocate your other Jedi here to any site you occupy. Immune to attrition.

Effect

Image Card Type Rarity Destiny Game text
A Tragedy Has Occurred Effect U 5 Deploy 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. (Immune to Alter.)
A Vergence In The Force Effect U 5 If you just lost more than 2 Force to a Force drain, deploy on opponent's location. You lose no more than 1 Force from Force drains here. At any time, you may place Immediate Effect in Used Pile to draw two cards from top of Reserve Deck.
Another Pathetic Lifeform Effect U 5 Deploy on table. Once during each of opponent's turns, if you occupy a battleground site, may activate 1 Force. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny. (Immune to Alter.)
Ascertaining The Truth Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to subtract 3 from any battle destiny just drawn. If an order agenda here, during your move phase you may peek at top 2 cards of any Reserve Deck; replace in any order.
Battle Plan & •Draw Their Fire Effect R 5 Deploy on table. You may initiate battles for free. During a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. 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. (Immune to Alter.)
Credits Will Do Fine Effect C 3 Use 2 Force to deploy on table. If you just initiated a Force drain (or won a battle) at Watto's Junkyard, opponent loses 1 Force (cannot be reduced) and stacks lost card here face down. (Immune to Alter.)
I Will Not Defer Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to add 2 to your next Force drain at a battleground this turn. If a peace agenda here, once per turn you may activate up to 2 Force when opponent initiates battle.
Insurrection & •Aim High Effect R 5 Deploy on table. Unique (•) Rebels of ability < 3 are forfeit +1. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites only. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. When opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.)
Plea To The Court Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to cancel an opponent's Force drain. If a justice agenda here, during a battle where opponent has a weapon and you do not, may cancel a just drawn weapon destiny to cause a re-draw.
Secure Route Effect U 4 Deploy on a docking bay you control. No Force drains here. Trample may not target a character at this site. Your Force drains are +2 at adjacent non-docking bay battleground sites. Place Effect in Used Pile if opponent controls this location.
Security Control Effect U 4 Deploy on table. Your unique (•) Republic characters of ability < 4 are forfeit +2. Unless Insurrection on table, once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.)
The Gravest Of Circumstances Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to add 3 to a battle destiny just drawn. If a taxation agenda here, during your turn may place any one card from hand on Used Pile; opponent must use 1 Force or lose 1 Force.
Thrown Back Effect C 3 Use 3 Force to deploy on table. During your move phase, if opponent has 13 or more cards in hand, you may use 4 Force to place all but 8 (random choice) in Used Pile. Once during any control phase, you may place up to three cards from hand in Used Pile.
We're Leaving Effect C 2 Use 3 Force to deploy on table. During the damage segment of a battle your opponent initiated, if you have no cards left that can be forfeited, you may place this Effect out of play to cancel all remaining battle damage. (Immune to Alter.)
Your Insight Serves You Well & •Staging Areas Effect R 5 Deploy on table. Your Force generation is +1 at each docking bay you occupy. Opponent's Dark Jedi are defense value -1. Scanning Crew and 3,720 to 1 are canceled. You may place Effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.)
You've Got A Lot Of Guts Coming Here Effect R 3 Deploy on table. Unique (•) Rebels of ability = 3 are power and forfeit +1 (or power and forfeit +2 if at a Cloud City or Jabba's Palace site). While Han at a battleground, opponent retrieves no Force from Scum And Villainy. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
All Wings Report In & •Darklighter Spin Interrupt R 5 USED: Take one unique (•) unpiloted starfighter into hand from Reserve Deck; reshuffle. LOST: During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your unique (•) starfighter in that battle.
Alter Interrupt U 4 Target an Effect, Utinni Effect, or Political Effect (even if just being deployed), and one of your characters on table. Draw destiny. If destiny < ability of character, target Effect is canceled. OR Cancel Sense.
Are You Brain Dead?! Interrupt R 5 USED: Target your [Episode I] Jedi defending a battle. Target is immune to attrition for rest of turn (unless Dark Jedi present). LOST: In a battle you lost, place a Jedi Council member you just forfeited in Used Pile to cancel all battle damage and attrition against you.
Baseless Accusations Interrupt C 5 During any control phase, target an opponent's senator present with your character with politics at Galactic Senate. For remainder of turn, target's game text is canceled and target is politics = 0.
Control Interrupt U 2 Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or Mobile Effect (even if just deployed), or Force drain.
Free Ride & •Endor Celebration Interrupt R 5 Cancel Tatooine Occupation, Cloud City Occupation, Rebel Base Occupation. (Immune to Sense.) OR Peek at one card randomly selected from opponent's hand. If that card is a speeder bike, AT-ST, or skiff, steal it into hand.
Inconsequential Barriers Interrupt C 4 Cancel Imperial Barrier, None Shall Pass, or Set For Stun. OR Peek at the top card of your Force Pile; either return it, or place it under your Force Pile or Reserve Deck.
I've Decided To Go Back Interrupt C 4 USED: During your move phase, take one of your characters with politics at Galactic Senate into hand. LOST: If you have a Republic character with politics in battle at a site, add one battle destiny; that character is power and politics = 0 until end of turn.
Might Of The Republic Interrupt R 5 Once per game, retrieve 1 Force for each of your senators at Galactic Senate. (Immune to Sense.) OR Take one senator (or Coruscant Guard, Sei Taria or Mas Amedda) into hand from Reserve Deck; reshuffle.
Mindful Of The Future Interrupt C 5 USED: Use 2 Force to deploy a unique (•) battleground not on table, from Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which deploys on table (or your side of table) and has no deploy cost; reshuffle. Place Interrupt in Lost Pile.
My Loyal Bodyguard Interrupt U 5 Deploy a handmaiden to Amidala's location from Reserve Deck; reshuffle. OR If opponent just initiated battle at same site as your handmaiden and Amidala, add one battle destiny.
New Leadership Is Needed Interrupt C 5 If you have a senate majority, activate 1 Force. OR If your opponent has a senate majority, place your character with politics at Galactic Senate in Used Pile to place an opponent's character present (your choice) in opponent's Used Pile. (Immune to Sense.)
Odin Nesloor Interrupt U 4 During your move phase, target any or all of your characters at one exterior site to 'transport' (relocate) to another exterior site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile.
Rebel Artillery Interrupt R 7 During your control phase, if you have a weapon (except a lightsaber, or [Permanent Weapon]) at a battleground you control, opponent loses one Force. OR If you just used a weapon (except a lightsaber, or [Permanent Weapon]) to 'hit' a character or starship, opponent loses one Force. (Immune to Sense.)
Reveal Ourselves To The Jedi Interrupt C 2 Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards there, place this Interrupt in Used Pile. Otherwise USED: place a card revealed in opponent's Used Pile, LOST: all cards opponent has two or more of are lost. (Immune to Sense.)
Sense Interrupt U 3 If opponent just played an Interrupt (or just initiated a 'react'), target one of your characters on table. Draw destiny. If destiny < ability of target, that Interrupt (or 'react') is canceled. OR Cancel Alter.
Speak With The Jedi Council Interrupt R 4 USED: If the Jedi Council Chamber is not on table, you may deploy it from Reserve Deck; reshuffle. LOST: Deploy one Jedi Council member to the Jedi Council Chamber from Reserve Deck; reshuffle.
Stay Here, Where It's Safe Interrupt C 4 Target your character with a peace or order agenda. Draw destiny. For remainder of turn, target is power + X (or politics +X if at Galactic Senate) and immune to attrition < X, where X = destiny number of the card drawn. (Immune to Sense.)
Vote Now! Interrupt R 5 During your control phase, draw destiny. If destiny > 2, draw up to X cards (maximum 4) from Reserve Deck, where X = your total politics at Galactic Senate minus opponent's total politics at Galactic Senate.
We Wish To Board At Once Interrupt R 5 Use 3 Force to take one Effect of any kind into hand from your Reserve Deck; reshuffle. OR Take Radiant VII, or one Interrupt with the word 'Podracer(s)' in its game text, into hand from Reserve Deck; reshuffle.

Location

Image Card Type Rarity Destiny Game text
Coruscant Location C 0 Light: If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. Dark: If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites.
Coruscant: Docking Bay Location C 0 Light: Your docking bay transit from here requires 1 Force. Dark: Your docking bay transit from here requires 2 Force.
Coruscant: Galactic Senate Location C 0 Light: During battles here, a character's power is equal to that character's politics. Dark: During battles here, a character's power is equal to that character's politics.
Coruscant: Jedi Council Chamber Location R 0 Light: [Episode I] Yoda may deploy here from Reserve Deck; reshuffle. Immune to Revolution. Dark: Non-unique lightsaber Force drain bonuses everywhere are canceled.
Malastare Location U 0 Light: If you have won a Podrace, Force drain +1 here. Dark: If you have lost a Podrace, you may not draw more than one battle destiny here.
Naboo Location U 0 Light: If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. Dark: If you control, for each of your starships here, your total power is +1 in battles at Naboo sites.
Naboo: Battle Plains Location C 0 Light: Once per game may take Gungan Energy Shield into hand from Reserve Deck; reshuffle. Dark: Your AATs deploy +1 here.
Naboo: Swamp Location C 0 Light: Your Gungans are each power +1 and deploy -1 here. Dark: Unless your battle droid present, Force drain -1 here.
Naboo: Theed Palace Courtyard Location C 0 Light: Add 1 to each of your weapon destiny draws here. Dark: (none)
Naboo: Theed Palace Docking Bay Location C 0 Light: Your docking bay transit from here requires 1 Force. Dark: Your docking bay transit from here requires 2 Force.
Naboo: Theed Palace Throne Room Location C 0 Light: While you occupy, opponent's [Presence] droids require +1 Force to move to here. Dark: (none)
Tatooine Location U 0 Light: Your movement from here using hyperspeed requires -1 Force. Dark: Unless your [Trade Federation] or [Independent Starship] starship here, you may not draw more than one battle destiny here.
Tatooine: Marketplace Location C 0 Light: If you control, once during each of your control phases may use 2 Force to retrieve 1 Force. Dark: If you control, once during each of your control phases may use 4 Force to retrieve 1 Force.
Tatooine: Mos Espa Docking Bay Location C 0 Light: Your docking bay transit from here requires 1 Force. Dark: Your docking bay transit from here requires 2 Force.
Tatooine: Watto's Junkyard Location C 0 Light: While you occupy, Force generation +2 here. Immune to Revolution. Dark: If Watto present, Force drain +1 here and opponent's battle destiny draws here are -2.

Starship

Image Card Type Rarity Destiny Game text
Naboo Defense Fighter Starship C 3 Permanent pilot provides ability of 1. May add 1 pilot (suspends permanent pilot). Power +1 at Naboo system. While with another N-1 starfighter, draws one battle destiny if unable to otherwise.
Queen's Royal Starship Starship R 2 May add 2 pilots and 5 passengers. Weapons may not deploy on this starship. While Ric piloting, draws one battle destiny if unable to otherwise, and immune to Lateral Damage and attrition < 4.
Radiant VII Starship R 2 May add 3 pilots and 3 passengers. Has ship-docking capability. While Madakor or Williams piloting, immune to Lateral Damage and attrition < 5.
Republic Cruiser Starship C 1 May add 1 pilot and 3 passengers. Permanent pilot provides ability of 2. Has ship-docking capability. While at same system as opponent's battleship, opponent's battle destiny draws are each -1 here.

Weapon

Image Card Type Rarity Destiny Game text
Naboo Blaster Rifle Weapon C 2 Use 1 Force to deploy on your warrior. May target a character, creature, vehicle using 1 Force. Draw destiny. Target hit if destiny +2 > defense value.
Naboo Security Officer Blaster Weapon C 5 Use 1 Force to deploy on your warrior. May target a character, creature, vehicle for free. Draw destiny. Add 1 if fired by a leader. Target hit if total destiny > defense value.
Panaka's Blaster Weapon R 4 Deploy on Panaka. May target a character, creature, or vehicle for free. Draw destiny. Target hit if destiny +2 > defense value. When this blaster hits a character or vehicle in battle, your total power here is +3 for remainder of battle.

Objective

Image Card Type Rarity Destiny Game text
Plead My Case To The Senate Objective U 0 Plead My Case To The Senate: Deploy Galactic Senate and any other [Episode I] location. {For} remainder of game, Rebel and Imperial leaders of ability < 4 are politics +2. Counter Assault and Surprise Assault are canceled. You may deploy cards on your Political Effects to table. At Galactic Senate, weapon destiny draws are -6, creatures are lost and game text of non-Republic characters is canceled. {Flip} this card if you have 3 senators (or 2 senators, at least one with a peace agenda) at Galactic Senate.
Sanity And Compassion Objective U 7 Sanity And Compassion: {While} this side up, once during your control phase may use 3 Force to place up to two random cards from opponent's hand into their Used Pile. Once per turn may take a Political Effect into hand from Reserve Deck; reshuffle. Your senators are destiny +2 (or +3 for any character with an order agenda) when drawn for battle or weapon destiny. May use 2 Force at end of a turn to place all cards on your Political Effects into Used Pile. {Flip} this card if you have less than two senators at Galactic Senate.
The Hyperdrive Generator's Gone Objective U 0 The Hyperdrive Generator's Gone: Deploy Watto's Junkyard, City Outskirts, and Credits Will Do Fine. {For} remainder of game, you may not deploy cards with ability except unique (•) aliens, Republic characters and starships, and [Episode I] Jedi. Your Destiny is suspended. While this side up, once per game may take Coruscant and/or Tatooine system into hand from Reserve Deck; reshuffle. You may not deploy any systems. Maul is immune to attrition. {Flip} this card if there are 4 or more cards beneath Credits Will Do Fine.
We'll Need A New One Objective U 7 We'll Need A New One: {While} this side up, your unique (•) Republic characters are power +1 and forfeit +2. Aliens may not have their deploy cost modified and Imperials deploy +1 to Tatooine sites. Whenever you draw battle destiny (unless canceled), may retrieve 1 Force (Force retrieved in this way may be taken into hand.) While Queen's Royal Starship at a planet system, once during each of opponent's control phases may activate up to 2 Force. Once during each of your control phases, opponent loses 1 Force for each battleground site you occupy with a senator.

Dark Side

Character

Image Card Type Rarity Destiny Game text
Aks Moe Character R 2 Agendas: ambition, blockade. While in a senate majority, your capital starships are each power +2, and your Force drains are +1 at each battleground system where you occupy a related site.
Baskol Yeesrim Character U 3 Agenda: blockade. While in a senate majority, once during your control phase opponent loses 1 Force for each Naboo location you control.
Chokk Character U 3 Each of your alien leaders present is defense value +2. Power +3 while defending a battle. Adds 2 to his total weapon destiny when firing a blaster. Your characters present may not have their forfeit value reduced.
Coruscant Guard Character C 3 Once per turn, may use 1 Force to add 2 to politics of one of your senators present for remainder of turn. While present at Galactic Senate, all characters without politics here are forfeit = 0 (except Coruscant Guards).
Darth Maul, Young Apprentice Character R 1 Deploys -2 to Coruscant. When Maul swings a lightsaber at a Jedi, each weapon destiny draw is +1. If Maul hits a Jedi Master during battle, that Jedi Master is power -3 for remainder of battle. Immune to Clash Of Sabers and attrition < 5.
Darth Maul, Young Apprentice (AI) Character R 1 Deploys -2 to Coruscant. When Maul swings a lightsaber at a Jedi, each weapon destiny draw is +1. If Maul hits a Jedi Master during battle, that Jedi Master is power -3 for remainder of battle. Immune to Clash Of Sabers and attrition < 5.
Daultay Dofine Character R 2 At start of your draw phase, if you have no cards in your Force Pile may activate up to two Force. If your just drawn destiny was a destroyer droid or battle droid, once per turn you may take that card into hand to cancel that destiny and re-draw.
Destroyer Droid Character R 2 Permanent weapon is Twin Cannons (may target a character or vehicle using 1 Force; draw destiny; if destiny > defense value, target hit and opponent loses 1 Force). While with another destroyer droid, draws one battle destiny if not able to otherwise.
Edcel Bar Gane Character C 3 Agenda: ambition. While in a senate majority, opponent may not draw more than one battle destiny in battles at battleground sites and you may not cancel opponent's battle destiny draws at sites.
Gardulla The Hutt Character U 2 When you retrieve Force from Boonta Eve Podrace, any or all of your retrieved Force may be taken into hand. Once during your control phase, may use 1 Force; opponent draws one destiny. If destiny > 2, you retrieve 1 Force. Otherwise, lose 1 Force.
Grotto Werribee Character R 1 Deploys -1 to a docking bay. Adds 2 to the power of anything he pilots. While at opponent's docking bay, adds 2 to your Force drains there, and your vehicles and other characters there are immune to attrition < 4.
Jawa Character C 3 Deploys only on Tatooine. To deploy, requires 1 Force from each players' Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent just initiated a Force drain at adjacent site, may use 2 Force to reduce it by 1.
Keder The Black Character R 1 Deploys only to a site as an Undercover spy (-2 on Coruscant). During your control phase, may 'break cover' to target one character with politics present. Draw destiny. If destiny +1 > target's politics, target and Keder are lost.
Lott Dod Character R 2 Agendas: ambition, blockade, trade. While in a senate majority, once during your control phase, may search your Force Pile and take any one card there into hand; reshuffle. While at Galactic Senate, your other Neimoidians are forfeit +2.
Neimoidian Pilot Character C 3 Deploys -2 at Naboo. When deployed aboard your battleship, you may activate 1 Force. Adds 2 to the power of any starship he pilots. Forfeit +2 while piloting.
Nute Gunray Character R 3 Your destroyer droids and battle droids are each forfeit +1 at same and related sites. While aboard Blockade Flagship, opponent's Jedi may not move or deploy to Bridge, and your destroyer droids are destiny +3 if drawn for battle destiny.
Orn Free Taa Character C 4 Agendas: taxation, wealth. While in a senate majority, once per turn may take your just drawn battle destiny into hand. During opponent's deploy phase, may use X Force to place Taa in your Used Pile. (X = cards in opponent's Force Pile.)
P-59 Character R 3 Permanent weapon is Twin Cannons (may target a character or vehicle for free; draw destiny; if destiny +1 > defense value, target hit and opponent loses 2 Force). Draws one battle destiny if unable to otherwise. Immune to attrition < 4.
P-60 Character R 3 Permanent weapon is Twin Cannons (may target a character or vehicle for free; draw destiny; if destiny +2 > defense value, target hit and opponent loses 1 Force). While with a destroyer droid at a site, adds one battle destiny.
Passel Argente Character C 2 Agendas: ambition, taxation. While in a senate majority, opponent's non-unique starships and non-unique vehicles are each deploy +2 and power -1. Argente is politics +X, where X = number of opponent's senators at same site.
Rune Haako Character R 2 While in battle, may choose one number. If next card opponent draws for destiny this battle has a printed destiny number matching this choice, that destiny is reduced to zero. If you just initiated a battle at same or adjacent site, retrieve 1 Force.
Security Battle Droid Character C 3 Opponent's characters require +1 Force to move from same site using their landspeed. While with another battle droid at a site, draws one battle destiny if unable to otherwise.
TC-14 Character R 3 Opponent's Jedi using landspeed from here require +2 Force. During any control phase may place TC-14 out of play to target one opponent's Jedi present. Target Jedi loses all immunity to attrition and is power = 0 for remainder of turn.
Televan Koreyy Character R 2 Beggar and Frozen Assets are canceled. Your thieves, gamblers, and information brokers at related Tatooine sites are power +1. While at Cantina, Mos Espa, or Marketplace, may draw one battle destiny if not able to otherwise.
Tey How Character U 2 Adds 2 to the power of anything she pilots. While aboard a battleship, whenever you must lose Force from a Force drain at a system within 2 parsecs of How, may use X Force to reduce the loss by X.
Tikkes Character C 2 Agenda: wealth. While in a senate majority, your Force generation is +2 at battlegrounds you control, and Honor Of The Jedi is suspended. Once during your deploy phase, may draw bottom card of your Force Pile into hand.
Toonbuck Toora Character U 3 Agendas: ambition, taxation, wealth. While in a senate majority, once per turn may add 1 to your total attrition in battle for each character with an ambition agenda at Galactic Senate.
Tusken Raider Character C 3 While at Podrace Arena, if opponent just placed race destiny on their Podracer, once per turn may use 3 Force to 'shoot' (no other Tusken Raiders may 'shoot' this turn.) Draw destiny. If destiny > 3, place race destiny in opponent's hand.
Yade M'rak Character U 3 Adds 2 to power of anything he pilots. Once per turn, may take a just drawn race destiny into hand. Once during a battle Yade is in at a system may use 2 Force to draw destiny. If destiny is odd, add one battle destiny; if even, destiny into hand.
Yeb Yeb Adem'thorn Character C 3 Agendas: trade, wealth. While in a senate majority, once during your turn, may peek at top card of opponent's Reserve Deck; return that card or lose 1 Force to make it lost.

Effect

Image Card Type Rarity Destiny Game text
Accepting Trade Federation Control Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to subtract 3 from any battle destiny just drawn. If a taxation agenda here, your draw phase, you may activate 1 Force; opponent must use 1 Force (if possible).
Allegations Of Corruption Effect U 5 Deploy 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. (Immune to Alter.)
Battle Order & •First Strike Effect R 5 Deploy on table. You may initiate battles for free. During a battle you initiate, each time opponent plays an interrupt, opponent must first use 1 Force. For either player to initiate a Force drain, that player must first use 3 Force unless Battle Plan on table, or that player occupies a battleground system and a battleground site. (Immune to Alter.)
Begin Landing Your Troops Effect U 4 Deploy on table. Your unique (•) Republic characters are forfeit +2 and immune to Goo Nee Tay. Unless Imperial Arrest Order on table, once during your deploy phase, may deploy one docking bay from Reserve Deck; reshuffle. (Immune to Alter.)
Do They Have A Code Clearance? Effect R 5 Deploy on table. Unique (•) Imperials of ability = 3 are forfeit +3. 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. (Immune to Alter.)
Drop! Effect U 3 Use 3 Force to deploy on table. During your move phase, if opponent has 13 or more cards in hand, you may use 4 Force to place all but 8 (random choice) in Used Pile. Once during any control phase, you may place up to three cards from hand in Used Pile.
Enter The Bureaucrat Effect U 5 If you just lost more than 2 Force to a Force drain, deploy on opponent's location. You lose no more than 1 Force from Force drains here. At any time, you may place Immediate Effect in Used Pile to draw two cards from top of Reserve Deck.
Establish Control Effect U 4 Deploy on a docking bay you control. No Force drains here. Fallen Portal may not target a character at this site. Your Force drains are +2 at adjacent non-docking bay battleground sites. Place Effect in Used Pile if opponent controls this location.
Imperial Arrest Order & •Secret Plans Effect R 5 Deploy on table. Unique (•) Imperials of ability < 3 are forfeit +1. Nabrun Leids and Elis Helrot are limited to owner's move phase and exterior sites only. Once during each of your deploy phases, may deploy one docking bay from Reserve Deck; reshuffle. When opponent retrieves X cards, opponent must first use X Force or that retrieval is canceled. (Immune to Alter.)
Mind Tricks Don't Work On Me Effect U 2 Use 3 Force to deploy on table. During the damage segment of a battle your opponent initiated, if you have no cards left that can be forfeited, you may place this Effect out of play to cancel all remaining battle damage. (Immune to Alter.)
Motion Supported Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to add 2 to your next Force drain at a battleground this turn. If a wealth agenda here, once per turn, you may lose your just drawn battle destiny to substitute it with a card from hand.
Our Blockade Is Perfectly Legal Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to add 3 to any battle destiny just drawn. If a blockade agenda here, during your turn you may cancel a 'react' or an attempt by opponent to move away from a battle.
The Phantom Menace Effect R 7 Deploy on table. Once per turn, if Maul on table, may deploy a Neimoidian from Reserve Deck; reshuffle. While present with opponent's Jedi, Maul is defense value +2 and immune to attrition. If Maul just lost, place Effect in Used Pile. (Immune to Alter.)
The Phantom Menace (AI) Effect R 7 Deploy on table. Once per turn, if Maul on table, may deploy a Neimoidian from Reserve Deck; reshuffle. While present with opponent's Jedi, Maul is defense value +2 and immune to attrition. If Maul just lost, place Effect in Used Pile. (Immune to Alter.)
They Will Be No Match For You Effect R 5 Deploy on table. When Maul initiates a duel, Hunt Down And Destroy The Jedi (or Their Fire Has Gone Out Of The Universe) is not placed out of play. While armed with a lightsaber, Maul's duel destiny draws are each +1. (Immune to Alter.)
This Is Outrageous! Effect U 3 Deploy on table. If no senator here, you may place a senator here from hand to cancel an opponent's Force drain. If a trade agenda here, once during your turn, you may place a card from hand in Lost Pile, shuffle that pile, and take top card into hand.
Wipe Them Out, All Of Them Effect U 5 Deploy on table. Once during each of opponent's turns, if you occupy a battleground site, may activate 1 Force. While opponent has a non-unique alien or non-unique starfighter in battle, opponent may not draw more than two battle destiny. (Immune to Alter.)
You Cannot Hide Forever & •Mobilization Points Effect R 5 Deploy on table. Your Force generation is +1 at each docking bay you occupy. Opponent's Jedi are defense value -1. Never Tell Me The Odds is canceled. Once per game, you may take one Carida, Wakeelmui, Gall, Kuat or Rendili or Executor into hand from Reserve Deck; reshuffle. You may place Effect in Lost Pile to take one [Endor] or [Death Star II] Effect that deploys for free into hand from Reserve Deck; reshuffle. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
Alter Interrupt U 4 Target an Effect, Utinni Effect, or Political Effect (even if just being deployed), and one of your characters on table. Draw destiny. If destiny < ability of character, target Effect is canceled. OR Cancel Sense.
Control Interrupt U 2 Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or Mobile Effect (even if just deployed), or Force drain.
Dioxis Interrupt R 3 Use 2 Force to target two opponent's Jedi at same interior battleground. Targets may not participate in battle for remainder of turn. OR Target opponent's Jedi. Draw destiny. If destiny > 2, target's game text is canceled for remainder of turn.
Imperial Artillery Interrupt R 7 During your control phase, if you have a weapon (except a lightsaber or [Permanent Weapon]) at a battleground you control, opponent loses 1 Force. OR If you just used a weapon (except a lightsaber or [Permanent Weapon]) to 'hit' a character or starship, opponent loses 1 Force. (Immune to Sense.)
Kill Them Immediately Interrupt C 3 Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards there, place this Interrupt in Used Pile. OtherwiseUSED: place a revealed card in opponent's Used Pile. LOST: all cards opponent has two or more of are lost. (Immune to Sense.)
Lana Dobreed Interrupt U 4 During your move phase, target any or all of your characters at one exterior site to 'transport' (relocate) to another exterior site. Draw destiny. Use that much Force to 'transport,' or place Interrupt in Lost Pile.
Little Real Power Interrupt C 5 During any control phase, target an opponent's character with politics present with your senator at Galactic Senate. For remainder of turn, target's game text is canceled and target is politics = 0.
Masterful Move & •Endor Occupation Interrupt R 5 Cancel Tatooine Celebration, Cloud City Celebration, or Coruscant Celebration. (Immune to Sense.) OR Use 1 Force to take one hologram, dejarik, or Imperial Holotable into hand from Reserve Deck; reshuffle. OR Cancel Mantellian Savrip. OR Cancel opponent's Force drain at a holosite.
Maul Strikes Interrupt R 5 If Maul in battle with a Jedi, add one battle destiny (two if Jedi is Qui- Gon). OR Use 1 Force to take any lightsaber into hand from Reserve Deck; reshuffle. OR Target a Jedi present with Maul; they duel: Both players draw 2 destiny. Loser (lowest total) is lost.
Neimoidian Advisor Interrupt U 5 USED: Use 2 Force to deploy a unique (•) battleground not on table, from Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one Effect which deploys on table (or your side of table) and has no deploy cost; reshuffle. Place Interrupt in Lost Pile.
No Civility, Only Politics Interrupt C 4 USED: During your move phase, take one of your characters with politics at Galactic Senate into hand. LOST: If you have a Republic character with politics in battle at a site, add one battle destiny; that character is power and politics = 0 until end of turn.
On The Payroll Of The Trade Federation Interrupt C 5 Target an opponent's character at Galactic Senate if you have a senator there with a matching agenda. For remainder of turn: your senator's politics is increased by target's current politics, and target's politics is then reduced to zero.
Sense Interrupt U 3 If opponent just played an Interrupt (or just initiated a 'react'), target one of your characters on table. Draw destiny. If destiny < ability of target, that Interrupt (or 'react') is canceled. OR Cancel Alter.
Short Range Fighters & •Watch Your Back! Interrupt R 5 USED: Take one unique (•) unpiloted starfighter into hand from Reserve Deck; reshuffle. LOST: During a battle at a system or sector, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your unique (•) starfighter in that battle.
Squabbling Delegates Interrupt R 5 Once per game, retrieve 1 Force for each of your senators at Galactic Senate. (Immune to Sense.) OR Take one senator (or Coruscant Guard) into hand from Reserve Deck; reshuffle.
The Point Is Conceded Interrupt C 6 If you have a senate majority, activate 1 Force. OR If your opponent has a senate majority, place your senator at Galactic Senate in Used Pile to place an opponent's character present (your choice) in opponent's Used Pile. (Immune to Sense.)
They're Still Coming Through! Interrupt U 4 Cancel Rebel Barrier, It's A Trap!, or Smoke Screen. OR Re-target Fallen Portal by choosing up to two of opponent's characters there instead of your own. OR Peek at the top card of your Force Pile; either return it, or place it under your Force Pile or Reserve Deck.
Vote Now! Interrupt R 5 During your control phase, draw destiny. If destiny > 2, draw up to X cards (maximum 4) from Reserve Deck, where X = your total politics at Galactic Senate minus opponent's total politics at Galactic Senate.
We Must Accelerate Our Plans Interrupt R 5 Use 3 Force to take one Effect of any kind into hand from Reserve Deck; reshuffle. OR Deploy a Blockade Flagship site from your Reserve Deck; reshuffle. OR Take one Interrupt with the word 'Podracer(s)' in it's game text into hand from Reserve Deck; reshuffle.

Location

Image Card Type Rarity Destiny Game text
Blockade Flagship: Bridge Location R 0 Dark: While you control with Haako, Gunray, or Dofine, your [Presence] droids are power +1. Light: Unless your Jedi here, Force drain -1 here.
Coruscant Location C 0 Dark: If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites. Light: If you control, for each of your starships here, your total power is +1 in battles at Coruscant sites.
Coruscant: Docking Bay Location C 0 Dark: Your docking bay transit from here requires 1 Force. Light: Your docking bay transit from here requires 2 Force.
Coruscant: Galactic Senate Location C 0 Dark: During battles here, a character's power is equal to that character's politics. Light: During battles here, a character's power is equal to that character's politics.
Malastare Location U 0 Dark: If you control, during your control phase may deploy Watto's Box (regardless of your current race total). Light: If you control, may use 4 Force to cancel Watto's Box.
Naboo Location U 0 Dark: If you control, for each of your starships here, your total power is +1 in battles at Naboo sites. Light: If you control, for each of your starships here, your total power is +1 in battles at Naboo sites.
Naboo: Battle Plains Location C 0 Dark: Unless Gungan Energy Shield on table, your AATs are each power +2 here. Light: Once per game may take Gungan Energy Shield into hand from Reserve Deck; reshuffle.
Naboo: Swamp Location C 0 Dark: If your battle droid present, Force drain +1 here. Light: If your Gungan present, Force drain +1 here.
Naboo: Theed Palace Courtyard Location C 0 Dark: During your move phase, may move your characters from here to any interior Naboo site. Light: Add 1 to each of your weapon destiny draws here.
Naboo: Theed Palace Docking Bay Location C 0 Dark: Your docking bay transit from here requires 1 Force. Light: Your docking bay transit from here requires 2 Force.
Naboo: Theed Palace Throne Room Location C 0 Dark: If Haako or Gunray present, Force drain +1 here. Light: Unless Amidala present, Force drain -1 here.
Tatooine Location U 0 Dark: While you occupy, opponent's starship movement from here requires +1 Force. If Maul here, Force drain +1 here. Light: Your movement to here using hyperspeed requires -1 Force.
Tatooine: Marketplace Location C 0 Dark: If you occupy, once during each of your control phases may use 3 Force to retrieve 1 Force. Light: If you occupy, once during each of your control phases may use 5 Force to retrieve 1 Force.
Tatooine: Mos Espa Docking Bay Location C 0 Dark: Your docking bay transit from here requires 1 Force. Light: Your docking bay transit from here requires 2 Force.
Tatooine: Watto's Junkyard Location C 0 Dark: Once per game, may deploy Watto here from Reserve Deck; reshuffle. Watto deploys -2 here. Light: While Watto here, you may not draw battle destiny here.

Starship

Image Card Type Rarity Destiny Game text
Droid Starfighter Starship C 2 Deploys -1 to same location as your battleship. Power -1 unless your droid control ship present. While another droid starfighter here, opponent's starfighters present are each power -1.
Maul's Sith Infiltrator Starship R 6 May add 2 pilots. Maul deploys -3 aboard. While Maul piloting, immune to attrition and during your move phase, may lose 2 Force to 'cloak' (does not participate in battles) until end of next turn.
Maul's Sith Infiltrator (AI) Starship R 6 May add 2 pilots. Maul deploys -3 aboard. While Maul piloting, immune to attrition and during your move phase, may lose 2 Force to 'cloak' (does not participate in battles) until end of next turn.
Trade Federation Battleship Starship U 2 May add 4 pilots, 4 passengers, 2 vehicles and 4 starfighters. Has ship-docking capability. Permanent pilot provides ability of 1. While with any starfighter, draws one battle destiny if unable to otherwise.
Trade Federation Droid Control Ship Starship R 2 May add 4 pilots, 4 passengers, 2 vehicles, and 4 starfighters. Has ship-docking capability. Permanent pilot provides ability of 2. While a droid starfighter here, adds one battle destiny.

Weapon

Image Card Type Rarity Destiny Game text
Battle Droid Blaster Rifle Weapon C 6 Deploy on your battle droid. May target a character or creature using 1 Force. Draw destiny. Target hit and is forfeit -4 if destiny +1 > defense value.
Laser Cannon Battery Weapon U 4 Deploy on your capital starship. May deploy as a 'react'. May target a starship using X Force, where X = 0 to 3. Draw destiny. Subtract 2 if targeting a starship with maneuver. If destiny +X > defense value, target hit and opponent loses 1 Force.
Naboo Blaster Weapon C 5 Use 1 Force to deploy on your warrior or battle droid. May target a character, creature, or vehicle using 1 Force. Draw destiny. Target hit if destiny +1 > defense value.
Naboo Blaster Rifle Weapon C 2 Use 1 Force to deploy on your warrior or battle droid. May target a character, creature, or vehicle using 1 Force. Draw destiny. Target hit if destiny +2 > defense value.

Objective

Image Card Type Rarity Destiny Game text
My Lord, Is That Legal? Objective U 0 My Lord, Is That Legal?: Deploy Galactic Senate and any other [Episode I] location. {For} remainder of game, Rebel and Imperial leaders of ability < 4 are politics +2. Counter Assault and Surprise Assault are canceled. Your Republic characters are immune to Goo Nee Tay. Cards on your Political Effects may deploy to table. At Galactic Senate, weapon destiny draws are -6, creatures are lost and game text of non-Republic characters is canceled. {Flip} this card if you have 3 senators (or 2 senators, at least 1 with a blockade agenda) at Galactic Senate.
I Will Make It Legal Objective U 7 I Will Make It Legal: {While} this side up, once during your control phase may use 3 Force to place up to two random cards from opponent's hand into their Used Pile. Once per turn may take a Political Effect into hand from Reserve Deck; reshuffle. Your senators are destiny +2 (or +3 if senator has an ambition agenda) when drawn for weapon or battle destiny. May use 2 Force at end of any turn to place all cards on your Political Effects into Used Pile. {Flip} this card if you have less than two senators at Galactic Senate.
No Money, No Parts, No Deal! Objective U 0 No Money, No Parts, No Deal!: Deploy Watto's Junkyard and Mos Espa. {For} remainder of game, Watto's Junkyard is immune to Revolution. If Watto at Watto's Junkyard, opponent may use 8 Force to place Watto in Used Pile and you may retrieve up to 4 Force. {While} this side up, Qui-Gon is power +3. Opponent loses no more than 1 Force from your Force drains at Tatooine sites. {Flip} this card if Watto present at Watto's Junkyard and you occupy Mos Espa.
You're A Slave? Objective U 7 You're A Slave?: {While} this side up, once during each of your deploy phases, may place a card from hand face down on your side of the table and opponent must choose to lose 2 Force (you place card in Used Pile) or use 2 Force (you deploy that card for free). If opponent uses 2 Force and you cannot deploy card, lose 2 Force and card is lost. Opponent's non-unique aliens are each deploy +3. {Flip} this card if Watto not present at Watto's Junkyard or you do not occupy Mos Espa.