Scoundrels is the first of three releases of Virtual Block 8, a legacy virtual expansion. Its text is official as of 11 May 2012.[1] The release has 49 cards: 25 Dark Side and 24 Light Side.
Announcement banner, April 2012.
Scoundrels was announced on 14 April 2012.[2] Its banner on the starwarsccg.org home page gave the release date as 11 May 2012.[3]
Adds 2 to the power of anything he pilots. Adds 2 to maneuver of any starfighter he pilots. Your total ability here may not be reduced. Once per game, may lose 1 force to deploy a droid from Lost Pile. During battle, target a just hit character. Target's forfeit is restored to normal.
May use any stolen weapon. Opponent may not react to or from same site. Your total battle destiny +1 here, for each (Scoundrel) Effect on table. Once per game, may make a regular move during your control phase. Immune to attrition < 4 (< 5 if armed).
Adds 3 to the power of anything he pilots. Draws one battle destiny if unable to otherwise. During battle, Han may fire a (Virtual Block 8) blaster twice. Once per turn, if opponent is about to draw a weapon destiny targeting Han, they draw two and you choose one. Immune to attrition < 3 (<4 if armed).
Deploys only on Tatooine. While with another Jawa, your Force drains and Force drain bonuses here may not be canceled. During your control phase, may draw X cards from Reserve Deck, where X = the number of deserts you control with a Jawa.
Agendas: order. May be targeted by Might Of The Republic. Your characters with politics (except Wedge and senators) are deploy -1 and gain [Republic] here. During your turn, may use 1 Force to take into hand a card with 'Valorum', 'governor' or 'political' in lore from Reserve Deck; reshuffle.
Deploy on table. Non-lightsaber weapons carried by your non-Jedi characters may not be stolen. During your control phase, opponent loses 1 Force for each battleground site you control with a non-[Permanent Weapon] blaster present. Rebel Artillery is a Lost interrupt. (Immune to Alter.)
Deploy on a Nar Shaddaa battleground site. If you control three Nar Shaddaa locations or just won a battle (or initiated a Force drain) here, 'steal' (relocate to your side of table). Place in Used Pile if opponent controls three Nar Shaddaa locations. (Immune to Alter.)
If you just forfeited a character (or opponent just drew destiny for Elis Helrot) deploy on table. Whenever you must lose Force from a (Virtual Block 4) objective targeting your non-jedi character, reduce that loss by 1. Elis Herlot and Nabrun Leids are canceled. (Immune to Control).
Deploy from under Scoundrel's Luck on a scoundrel. Scoundrel (or starship they pilot) is defense value +2 and immune to attrition <5 (or adds 2 to immunity). Once per turn may lose 1 Force to add a battle destiny anywhere (you draw no more than two battle destiny there).
Deploy from under Scoundrel's Luck on a scoundrel. Once per turn, may peek at the top 3 cards of your Force pile and take one into hand; reshuffle. Once per turn, may use 1 Force to add or subtract 1 from an opponent's just-drawn destiny.
Deploy on Infiltration with three [Scoundrel] cards from Reserve Deck face down under here. Once during your turn, at any time, may deploy a [Scoundrel] Effect from here. If a [Scoundrel] Effect just left table, stack it under here. At the start of your turn, stack all [Scoundrel] Effects under here. Once per turn, may place any card in Lost Pile out of play to deploy a character weapon (except a grenade) from Lost Pile. While two non-droid scoundrels present at battlegrounds, Their Fire Has Gone Out Of The Universe flips and may not flip back. (Immune to Alter.)
Deploy from under Scoundrel's Luck on a scoundrel. Scoundrel is power +2 and adds 1 to his total weapon destiny. During your control phase, may draw destiny. If destiny > 3, your Force drains at same and related locations are +1 for remainder of turn.
Light Side: Force drain +1 here. If you control, once per game, may take Han's Toolkit into hand from Reserve Deck; reshuffle. Dark Side: Any starship piloted by a bounty hunter is power +1 here. All Starships may move between here and Nal Hutta as a react.
Light Side: Characters (except scoundrels and bounty hunters) are deploy +1 to Nar Shaddaa. Dark Side: If you occupy, opponent's game text here is canceled.
Light Side: Scoundrels may move to or from here using landspeed for free. Dark Side: Force drain -1 here unless your assassin, bounty hunter, or thief present.
Light Side: Scoundrel's Guild is immune to No Escape and your force generation there is +1. Dark Side:Bounty Hunters are power +1 while on Nar Shaddaa.
Light Side: Your non-unique Jawas deploy for 1 Force from you only. Your deserts gain one [Light Side Force]. Dark Side: If you control, opponent's Jawas and Sandcrawlers are power and forfeit -1.
Light Side: Once per game, may take into hand Rebel Aces from Reserve Deck; reshuffle and/or exchange a card in hand with top card of Force Pile. Dark Side: You lose no more than 2 Force from Force Drains at non-liberated systems.
May add 6 pilots. Permanent pilot provides ability of 3. Unless your [Reflections 2] objective on table, once per game, may deploy a non-[Maintenance] scoundrel aboard from Reserve Deck; reshuffle and while Corran or a Terrik piloting, immune to attrition < 7.
Deploy on Kyle Katarn. May target a character, creature or vehicle for free. Draw destiny (two if Scoundrel's Luck on table). Character or Creature hit, and it's forfeit = 0, if destiny > defense value. Vehicle hit, if destiny -2 > defense value.
Deploy on Han. I've Got a Bad Feeling About This is canceled. When fired, Han is cumulatively power +1 until end of turn. May target a character or creature for free. Draw destiny. Target hit, forfeit = 0 and opponent loses 1 Force if destiny +1 > defense value.
Use 1 Force to deploy on your Jawa. May target a character or vehicle. Draw destiny. Vehicle hit and power = 0, if destiny + X > defense value, where X = the number of Jawas present. Character excluded from battle if destiny = defense value.
Deploy Nar Shaddaa, Undercity and Scoundrel's Luck. For remainder of game, your gamblers, information brokers, and spies are scoundrels. You may not deploy Nightfall or cards with ability except scoundrels and Independent Starships. 'Luke' on opponent's (Reflection II) objective is treated as 'Kyle Katarn.' Once per turn, may deploy a battleground site to Nar Shaddaa from Reserve Deck; reshuffle. While this side up, your Force drains at systems are -1. Flip this card if If Imperial Navigation Charts is 'stolen'.
While this side up, your scoundrels are forfeit +1. Your Force Generation is +1 for each battlegound you occupy with a scoundrel (to a maximum of +2). 'Once' on Scoundrel's Luck is treated as 'twice.' During your control phase, may retrieve 1 Force. Once during your turn, may place a card from hand in your Used Pile or Lost Pile, shuffle that pile and take the top card into hand. Flip this card if Imperial Navigation Charts is not on table (unless you have completed a (v) Kessel Run).
Unless you have deployed a Skywalker this game, plays on Table. 'Luke' and 'Son of Vader' on opponent's (Death Star II) cards are treated as 'Leia'and 'Lady Vader,' respectively. Once during your turn, opponent may activate 1 Force.
Once per game, deploy a device on Aurra from Reserve Deck; reshuffle. While armed with a [Ref 3] rifle, it may not be retargeted or stolen, her total weapon destiny is +1, and characters she hits may not be used to satisfy attrition. Immune to attrition < 3 (or < 4 if armed with a rifle).
Adds 2 to the power of anything he pilots. Once per turn, may 'mindscan' by placing a card from hand on your Used Pile; choose: until end of turn Malar is power +2 and may fire a weapon twice per battle. OR peek at the top X cards of your Force pile where X = number of characters here.
Adds 3 to power of anything he pilots. May be revealed from hand to take Slave I from Reserve Deck; reshuffle; and deploy both simultaneously. While piloting Slave I, it is maneuver +3 and hyperspeed + 1. Draws one battle destiny if unable to otherwise (if present at a site may add a destiny to total power instead).
Adds 2 to the power of anything he pilots. May not be targeted by weapons unless your other slavers present are each 'hit'. Permanent weapon is •Bossk's Mortar Gun (may target a character for free. Draw destiny. Target hit and forfeit =0, if destiny matches target's destiny number).
Adds two to the power of anything he pilots. While with opponent's character of ability > 2, Ket Maliss is power +1 and defense value + 2 and draws one battle destiny if unable to otherwise. Whenever opponent's character was lost from same site, opponent loses 1 Force.
Once per game, may take one Jawa Blaster or a card with 'sandcrawler' in title or gametext into hand from Reserve Deck; reshuffle. If present at a Tatooine battleground, once per turn, if there is more than 1 card in opponent's Force Pile, may use 1 Force in opponent's Force Pile.
Adds 2 to power of anything he pilots. Draws one battle destiny if unable to otherwise. While at a battleground, you lose no force to Amidala and your force generation is +1 for each of opponent's non-battlegrounds on table (and cards stacked on their Epic Events).
Adds 3 to the power of anything he pilots. Adds one battle destiny. SD-17 Homing Missile may deploy on (and is a matching weapon for) him, fires for free, and when fired may go to Lost Pile instead. While piloted by two Fetts (unless your [Virtual Block 4] objective on table), Slave I is immune to attrition < 9.
Use 2 Force to deploy on your alien warrior (free Jodo Kast or any Fett). Character 'flies' (landspeed = 3 and maneuver = 6), may fire weapons for free, and may move as a 'react' for +1 Force.
Deploy on Contract Killers. Assassins are defense value +1. Once per game, may retrieve (Virtual Block 8) Death Mark. At the end of opponent's turn, if their character targeted by (Virtual Block 8) Death Mark is at a non-battleground or aboard their starship, opponent loses 3 Force. (Immune to Alter.)
Deploy on Conference Room (only at start of game); deploy Sim Aloo here and (Virtual Block 4) There is No Try from Reserve Deck; reshuffle. Players may initiate battle here for free. Once per game may deploy Ord Mantell from Reserve Deck; reshuffle. May not be canceled (except by opponent) or placed in Used Pile. Immune to Ineffective Maneuver.
If on the Hunt on Table, deploy on a 'mark' (opponent's non-droid character at a battleground site). Target an assassin at another site. During any move phase, when reached by target, draw destiny and add target's power; opponent draws two destiny (choosing one) and adds 'mark's defense value. If your total is higher, the 'mark' is 'assassinated': opponent loses 2 Force (4 if a Jedi), the 'mark' is lost, and relocate Death Mark to your side of table. Otherwise, place Death Mark (and may place assassin it targets) in Used Pile. May not be canceled. (Immune to Alter.)
Deploy on table. Non-lightsaber weapons carried by your non-Dark Jedi characters may not be stolen. During your control phase, opponent loses 1 Force for each battleground site you control with a non-[Permanent Weapon] blaster present. Imperial Artillery is a Lost interrupt. (Immune to Alter.)
Deploy on table. Non-unique aliens are immune to Grimtaash (While you have < 13 cards in hand) , The Camp, and deployment conditions on Watch Your Step. During battle with two non-unique aliens of your Rep's species, your aliens there may not have their forfeit reduced. (Immune to Alter.)
USED: Cancel an attempt to target your non-droid assassin (or a starship piloted by one) with a weapon. LOST: Use 1 Force to take a just lost non-droid assassin into hand.
Once per game, may take into hand a prison from Reserve Deck; reshuffle. OR Use 1 Force to take into hand a non-droid assassin or slaver of ability < 5 from Reserve Deck; reshuffle. OR During battle involving an assassin, each of opponent's battle destiny draws is -1. OR Cancel opponent's attempt to modify the power of a starship piloted by your alien.
Dark Side: Once per game, may deploy it here from reserve deck; reshuffle. While I'm Sorry on table (and A Sith's Plans is not), Executor is deploy = 8. Light Side: May not be converted. Immune to Revolution. If you control, your characters deploy -1 to related locations.
Dark Side: Once per turn, an assassin here may place a 'reputation' in your Used Pile. Light Side: Assassins, Gamblers, scoundrels, smugglers, spies, and thieves are forfeit + 1 here.
Dark Side: During your move phase, may relocate your assassin here to any site you occupy as a regular move. Light Side: Unless your spy present, Force drain -1 here.
May reveal from hand to take a [Virtual Block 8] Fett from Reserve Deck; reshuffle; and deploy both simultaneously. May add 2 pilots and 2 passengers. Your [Virtual Block 8] Fetts deploy -2 aboard. Immune to attrition < 5.
Deploy on Mara Jade. May add 1 to Force drain where present. During battle, Mara may use a blaster and this weapon. May target a character or creature for free. Draw two destiny. Target hit, and forfeit = 0, if total destiny > defense value.
Deploy Coruscant, Sub City Lair and On The Hunt. For remainder of game, Aurra, Galen, Mara, and your aliens with 'plotting to kill Jabba' in lore are assassins. Your cards with ability are deploy +3 except assassins and Independent starships. Characters add 1 to their Death Mark total for each weapon or device they carry. Once per turn, may deploy a Coruscant battleground from Reserve Deck; reshuffle. Flip this card if assassins control two battlegrounds (unless opponent's non-droid character at a battleground site) or a (Virtual Block 8) Death Mark attempt is made.
While this side up, during your control phase, opponent loses 1 Force. If two assassins (except Galen) are in battle, add one battle destiny. Once per turn, if opponent just lost a character, an assassin there may gain 'reputation'; retrieve any one card (may only be canceled by Aim High) and stack it face down on that assassin. Assassins with 'reputation' may add 1 to Force drains where present. Flip this card at the end of any turn if opponent's non-droid character at a battleground site (unless (Virtual Block 8) Death Mark is on your side of the table.)
If Bring Him Before Me on table, play instead of a Starting Interrupt. Deploy an Endor site and two always (Immune to Alter) Effects from Reserve Deck; reshuffle. Deploy on table; may take and stack Son of Vader here from Reserve Deck; reshuffle.