Ambush
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| Title | Ambush |
|---|---|
| Side | Light |
| Type | Interrupt — Lost Interrupt |
| Set | Cloud City |
| Publisher | Decipher |
| Era | Decipher era |
| Rarity | R |
| Uniqueness | Unique |
| Destiny | 3 |
| GEMP ID | 5_31 |
| Versions | Decipher — this page (5_31)Virtual Original — Ambush (V) (Virtual Set 16: Revenge Of The Sith) ( 1116_6)Virtual Legacy — Ambush (V) (Virtual Block 5) ( 1250_65)Virtual Modern — Ambush (V) ( 210_2) |
Ambush is a Light Interrupt (Lost Interrupt) from Cloud City.
Card Text
During your turn, target a site where your total power is more than double opponent's total power. Unless opponent has a Dark Jedi or character weapon there, place each opponent character, vehicle and starship there (and cards on them) in owner's Used Pile.
Lore
“Well done. Hold them in the security tower, and keep it quiet. Move.”
Rulings
- Cannot be played where opponent has no power total (no active cards with power).[1]
- If successfully played, sends away inactive targets such as undercover spies and missing characters.
- The player playing Ambush chooses the order to send cards to Used Pile, including the 'cards on them' such as devices. However, if a card is selected to go to Used Pile while there are still other cards on it, place the selected card and the cards on it in owners' Used Pile(s) simultaneously (per Leaves Table rules, the owner of that group of cards then determines the order).
Underlying card for
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Interrupt: Ambush, Cloud City, R
References
- ↑ Scomp: Ambush; card data swccg-card-json Light.json (commit d4e661ec). Preserved copy: Internet Archive