Ultimate Power (Virtual Block 7)

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Ultimate Power
Game/Set Star Wars CCG
Block Virtual Block 7
Release 7.1
Publisher Star Wars CCG Players Committee
Official text as of 18 June 2010[1]
Cards 48
Next Ultimate Freedom

Ultimate Power is the first of four releases of Virtual Block 7, a legacy virtual expansion. Its text is official as of 18 June 2010.[1] The release has 48 cards: 30 Dark Side and 18 Light Side.

The cover includes a rules card. Missions deploy during the deploy phase like Effects. A player may have any number of Missions on table but only one Critical Mission. A player who plays an Objective may deploy only Missions with the icon shown on the rules card. The virtual Alter (Light and Dark) may be placed over either the Premiere or the Coruscant Alter.[1]

Discrepancies

  • The release prints one virtual Alter per side, to be placed over either the Premiere or the Coruscant Alter.[1] The Virtual Block 7 card list has separate Premiere and Coruscant versions; this list links the Premiere ones.
  • Printed as Cyborg Commander, Hunter Of Jedi; later released as Grievous, Hunter Of Jedi.[1][2]
  • Printed as Ice-Heart; later released as Ysanne Isard (Dark).[1][2]

Card list

Light Side

Character

Image Card Type Rarity Destiny Game text
Biggs, Rogue Legend Character R2 2 Adds 2 to power of anything he pilots, 3 on Red 3. While piloting Red 3, it is maneuver +1 and he draws one battle destiny if not able to otherwise. If at opponent's system, instead of Force draining here, may take any card into hand from Force Pile; reshuffle.
Captain Yutani With Blaster Cannon Character C1 3 Artillery weapons here are 'powered.' Permanent weapon is Blaster Cannon (may target a character, creature, or vehicle at same or adjacent site for free; draw destiny; target 'hit,' and its forfeit = 0, if destiny +1 > defense value).
General Bob Hudsol Character C2 3 While at an interior Yavin 4 site, Massassi Base Sentry is [Immune to Alter], and, once per turn, during battle at a 'liberated' system (either opponent's or one with only one [Dark Side]), except Yavin 4, may place your just forfeited card in Used Pile.
Princess Leia, Lost Scion Character R 1 While present at a battleground, Their Fire Has Gone Out Of The Universe flips and may not flip back. While armed with Anakin's Lightsaber, her forfeit may not be reduced. Immune to attrition < 4.
R2-D2, Subversive Droid Character R2 2 or 5 Captured if an Imperial controls this site. While present with a scomp link at a battleground (or mobile) site, your total power at adjacent sites is +2 and, once per turn, may use 1 Force to add or subtract 1 from opponent's just drawn destiny.
Wedge Antilles, Legendary Rogue Character R1 4 Adds 3 to power of anything he pilots. While piloting [A New Hope] Red 2: it gains [Nav Computer], it is maneuver and immunity to attrition +2, draws one battle destiny if not able to otherwise, and, if Wedge just forfeited, may use 1 Force to place him in Used Pile.

Effect

Image Card Type Rarity Destiny Game text
Emperor's Sinister Plans Effect C 6 Deploy on your non-droid spy at Back Door. Target your war room. Until completed, spy may not relocate or be Undercover. When Utinni Effect reaches target, stack there: opponent's battle destiny draws are -1 and your spies may not have their forfeit reduced below 3.
Luke, Trust Me Effect R2 3 If you have no Epic Events on table (and did not play an Epic Even at the start of the game), deploy on table. Once per game, may take a [Setup] card into hand from Reserve Deck; reshuffle. May place this Effect in Used Pile to take an Immediate Effect into hand from Reserve Deck; reshuffle. May place this Effect in Lost Pile to cancel a Force drain. (Immune to Alter.)
Field Dressing Effect U 3 If you just forfeited a character of ability < 5 present at a site, deploy on that character (who remains at same site and, if 'hit,' is restored to normal). Character is forfeit = 0 (even if forfeit may not normally be reduced). May play First Aid to place this card in Used Pile. Immune to your Control.
Oh, He's Not Dead, Not Yet Effect U2 5 Deploy on table. Once per game, if Vader on table, may deploy Obi-Wan from Reserve Deck; reshuffle. May place this Effect in Used Pile to take a [Grabber] into hand from Reserve Deck; reshuffle. If you just attempted to take into hand or deploy a card from Reserve Deck, and the card was not found, may place this Effect in Lost Pile to search your Force Pile for that card; reshuffle.
Massassi Base Sentry Effect U2 4 Deploy on Yavin 4; it is 'liberated.' During battle at sites related to other 'liberated' systems, may add 2 to power of each Rebel warrior (to a maximum of 4). Once per turn, while you control this system, may retrieve 1 Force when you Force drain at another 'liberated' system.
S-foils (V) Effect C 4 Deploy on a Rebel Base system. Each time you deploy a Rebel starfighter simultaneously with a pilot character, may retrieve 1 Force and/or draw top card from Reserve Deck. Suspended if Death Star 'blown away.' (Immune to Alter and Crossfire while you occupy this system.)

Interrupt

Image Card Type Rarity Destiny Game text
Alter (Premiere) (V) Interrupt U1 4 USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to There Is No Try). (Immune to opponent's Objective.)
Heading For The Medical Frigate (V) Interrupt C 3 USED: Take one Redemption or a [Death Star II] capital starship (except a Star Cruiser) into hand from Reserve Deck; reshuffle. STARTING: Deploy from Reserve Deck up to three cards that have the [Setup] icon or are Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile.

Starship

Image Card Type Rarity Destiny Game text
Red 3 (V) Starship R2 3 May add Biggs as pilot. If Red 3 is about to be lost before the damage segment, it is instead 'hit.' If targeted by Darklighter Spin, it is a Used Interrupt. Immune to Lateral Damage and attrition < 4.

Weapon

Image Card Type Rarity Destiny Game text
Planet Defender Ion Cannon (V) Weapon R2 4 Deploy on an exterior site. May target a capital starship (except Executor) at related system for free. Draw two destiny. If total destiny > defense value, target is power and hyperspeed = 0 (if target forfeited this battle, may place this weapon out of play to steal it into your hand).

Mission

Image Card Type Rarity Destiny Game text
Rebel Aces Mission R 2 Deploy on table. Your Sandwhirl is canceled. At battleground systems where you have a Rebel of ability = 2 piloting a starfighter, and you have no Force drain bonus (except from the system card itself), your Force drains are +1. Your starfighters with a pilot character aboard are immune to attrition < 4. Once per turn, may deploy Close Air Support from Reserve Deck; reshuffle. Your Rebel starfighters without astromech capacity (except Falcon or Artoo-Detoo In Red 5) gain 'May add 1 astromech.'
Restore Freedom To The Galaxy Mission R 0 Deploy on Yavin 4. Once per turn, may deploy a battleground system or an interior Yavin 4 site. Whenever you Force drain at another battleground system, may draw destiny. Add 1 for each Yavin 4 site on table (2 if you occupy). If total destiny > 6, stack top card from either player's Reserve Deck there (limit one per system) to 'liberate' the system. At 'liberated' systems: Force drains are +1, and at same and related locations your total power is +3 and you draw one battle destiny if not able to otherwise. If opponent Force drains at a 'liberated' system, place stacked card in owner's Used Pile.

Dark Side

Character

Image Card Type Rarity Destiny Game text
Grievous, Hunter Of Jedi Character C 1 [Virtual Block 5] Dark Jedi Lightsaber may deploy on Grievous. Jedi present are power -1 (-2 if a Jedi Council Member). While armed with a lightsaber, your battle destiny draws are +1 here and his forfeit may not be reduced. Immune to attrition < 4.
Dengar With Blaster Carbine (V) Character PM 2 While opponent's [Reflections 2] objective on table, adds one battle destiny. Permanent weapon is •Blaster Carbine (twice per battle, may target a character or vehicle for free; draw destiny; target 'hit,' and its forfeit = 0, if destiny +1 > defense value).
DS-61-5 Character U 2 Adds 2 to power of anything he pilots, 3 when piloting Black 5. While piloting Black 5, it is maneuver +1 and he draws one battle destiny if not able to otherwise. If at opponent's system, instead of Force draining here, may take any card into hand from Force Pile; reshuffle.
Ysanne Isard Character C2 3 Power +3 while defending a battle with a spy. While with a non-frozen captive, attrition against opponent everywhere is +2. During your move phase, may use 1 Force to 'break cover' of an Undercover spy here. Immune to attrition < 3.
Saber Squadron Pilot Character U 3 Adds 2 to power of anything he pilots. Matching pilot for Saber Squadron TIE and while piloting it: it may relocate using [Virtual Block 7] Combat Response, adds one destiny to total power only, and may add 1 to Force drains here (opponent loses no more than 2 Force to that drain).
Darth Vader, More Machine Than Man Character R1 1 Adds 3 to power of anything he pilots. [Vader] cards never deploy unless Rise Of The Dark Lord on table. Once per turn, if at a site you control, may apply his ability to draw battle destiny elsewhere. Immune to Clash Of Sabers and attrition < 5. May not be Disarmed.
Sergeant Torent (V) Character R 3 Power +2 when defending a battle at a mobile site or prison. Once per turn, if you use We Have A Prisoner to capture a character, reduce battle damage and attrition against you by that captive's forfeit.

Effect

Image Card Type Rarity Destiny Game text
A Sith's Weapon Effect PM 4 Deploy on table. Once per turn, if your character of ability > 4 just failed to 'hit' an [Episode I] Jedi (or [Virtual Block 6] Luke) with a non-[Permanent Weapon] lightsaber, may lose 1 Force to 'swing' at target again. May place in Used Pile to cancel Obi-Wan's Journal.
Combat Response (V) Effect C 5 Deploy on table. Tallon Roll is canceled. Once per turn, may reveal an unpiloted starfighter from hand to take its matching pilot character into hand from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. Your unique (•) TIEs (except Scythe Squadron TIEs) at systems may use 1 Force to relocate (as a regular move) to a system within 3 parsecs. (Immune to Alter.)
I Want Every Part Of This Ship Checked Effect C2 3 Deploy on table. Once per game, if Obi-Wan on table, may deploy Vader from Reserve Deck; reshuffle. May place this Effect in Used Pile to take a [Grabber] into hand from Reserve Deck; reshuffle. If you just attempted to take a card into hand or deploy a card from Reserve Deck, and the card was not found, may place this Effect in Lost Pile to search your Force Pile for that card instead.
I'll Take Them Myself Effect R2 3 Deploy on table. Once per game, may take a [Setup] card into hand from Reserve Deck; reshuffle. May place this card in Used Pile to take an Immediate Effect into hand from Reserve Deck; reshuffle. May place this Effect in Lost Pile to cancel a Force drain. (Immune to Alter.)
Imperial Security Bureau Effect U 1 Deploy on table. Sunsdown is canceled. ISB agents who are leaders deploy -2 to sites with 'ISB' in title. Once per game, may take a [Setup] Mission into hand from Reserve Deck; reshuffle. Look Sir, Droids and your Interrupts with 'advisor' in title may be played as follows: 'USED: Use 1 Force to take an ISB agent into hand from Reserve Deck; reshuffle.' (Immune to Alter.)
Vader's Bionic Limbs Effect R1 0 Deploy on [Vader] Vader. Vader is landspeed +1. If Vader about to be lost before the damage segment, he is instead 'hit.' During battle, may target one opponent's character present. Draw destiny. Target 'choked' (lost) if destiny > ability. (Immune to Alter.)
Vader's Cape (V) Effect R 3 Deploy on [Vader] Vader. Vader moves (using landspeed) for free. While with a Jedi or Skywalker, Vader is defense value and immunity to attrition +2, and his weapon destiny draws are +1. During a duel (or lightsaber combat) opponent initiates, Vader's destiny draws are +1. (Immune to Alter.)
Vader's Helmet Effect R 0 Deploy on [Vader] Vader. When Vader moves to same site as a Jedi or Skywalker, opponent loses 1 Force. If Obi-Wan's Journal here, may place it on bottom of opponent's Lost Pile. While with opponent's character of ability > 4, Vader is power +1 and draws two battle destiny if not able to otherwise. (Immune to Alter.)
Vader's Mask Effect R1 0 Deploy on [Vader] Vader. During your battle phase, may cancel this Effect to allow Vader to make a regular move. In order for opponent's character to move away from here using landspeed, opponent must first lose 1 Force. While defending a battle at opponent's site, Vader is power +2 and immune to attrition. (Immune to Alter.)
Vader's Cybernetic Enhancements Effect U 0 Deploy on [Vader] Vader. Vader may move as a 'react.' Your battle destiny draws here are +1. Opponent's cards deployed on Vader are canceled. If Vader about to be placed in Lost Pile, may lose 4 Force to take him (and a lightsaber he was armed with, if possible) into hand. (Immune to Alter.)

Interrupt

Image Card Type Rarity Destiny Game text
According To My Design Interrupt U 4 LOST: Use 3 Force to deploy Emperor from Reserve Deck; reshuffle. STARTING: Unless your 1st marker, Death Star, starship, or starship site on table, deploy from Reserve Deck Emperor to your site (even if converted), and deploy from Reserve Deck up to three Effects that deploy on table for free and are [Immune to Alter]. Light side goes first. Place Interrupt in Lost Pile.
Alter (Premiere) (V) Interrupt U1 4 USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to Do, Or Do Not). (Immune to opponent's Objective.)
Prepared Defenses (V) Interrupt C 3 USED: Take one Death Squadron Star Destroyer, a Dreadnaught, or a Victory-class Star Destroyer into hand from Reserve Deck; reshuffle. STARTING: Deploy from Reserve Deck up to three cards that have the [Setup] icon or are Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile.

Location

Image Card Type Rarity Destiny Game text
Death Star: Central Core (V) Location U2 0 Dark Side: May deploy Superlaser from Reserve Deck; reshuffle. At 'blown away' systems, adds one [Light Side] and one [Dark Side]. Whenever you Force drain at a 'blown away' system Death Star orbits, may retrieve 1 Force.
Light Side: Opponent's Force drain bonuses at systems (except your systems) are limited to 1. Immune to Expand The Empire.
Death Star: War Room (V) Location U2 0 Dark Side: If Alderaan 'blown away,' your movement to and from Death Star system is free, and at Death Star sites, your Force drains and battle damage against you are canceled.
Light Side: This site is never a battleground. You may not limit Force generation at mobile locations (except Executor sites). [Virtual Block 5] Wipe Them Out, All Of Them is canceled.

Starship

Image Card Type Rarity Destiny Game text
Black 5 Starship C 3 May add DS-61-5 as pilot. During battle, if about to be lost before the damage segment, is instead 'hit.' If targeted by Watch Your Back!, it is a Used Interrupt. Immune to Don't Get Cocky and attrition < 4.
Saber Squadron TIE Starship U 2 May add 1 pilot. Power +1 while present with an X-wing. During battle, may fire one starship weapon aboard twice. Immune to attrition < 4 when matching pilot aboard.
Victory Starship U1 3 May add 4 pilots and 6 passengers. Permanent pilot provides ability of 4. Opponent's starships may not add [Light Side] or add to Force drains. While opponent's [Reflections 2] objective on table, immune to attrition.

Epic Event

Image Card Type Rarity Destiny Game text
Commence Primary Ignition (V) Epic Event R2 0 If Death Star orbits Alderaan (and [Virtual Block 7] Central Core on table), deploy on Death Star and fire Superlaser at Alderaan; it is 'blown away.' Once during your control phase, if Death Star orbiting a planet (except a Rebel Base) without related sites, may fire Superlaser at planet (regardless of Objective restrictions) as follows: Draw destiny. Add 2 if you control that system. If (destiny + Y - Z) > 8, target is 'blown away' and opponent loses 4 Force from Life Force.
Rise Of The Dark Lord Epic Event R 0 Deploy on table (deploys only at start of game) with three different [Vader] Effects from your Reserve Deck face down under here. Once per turn, may deploy a [Vader] Effect from here (never from elsewhere). Limit one [Vader] Effect on table and, when lost, stack it under here. You may cancel your [Vader] Effect at any time.

Mission

Image Card Type Rarity Destiny Game text
Galactic Domination Mission R 0 Deploy on table. Flagship and Endor Shield are canceled. You may not deploy [Independent] or [Trade Federation] starships. Once per turn, may use 1 Force to deploy an Executor site or a battleground system from Reserve Deck; reshuffle. While Flagship Operations on Executor: its power may not be reduced, your Force drains at battleground systems = 3, your TIE Assault Squadron may deploy without replacement (deploy = 3), and, wherever you have a TIE with a capital starship, draw one battle destiny if not able to otherwise. Your cards add no more than 2 to the destiny, power, and forfeit of your squadrons.
Imperial Aces Mission R 2 Deploy on table. Tallon Roll is canceled. At battleground systems where you have an Imperial of ability = 2 piloting a starfighter, and you have no Force drain bonus (except from the system card itself), your Force drains are +1. Your starfighters with a pilot character aboard are immune to attrition < 4. Once per turn, may deploy TIE Fighter Construction Facility from Reserve Deck; reshuffle. Your starfighters without astromech capacity gain 'May add 1 astromech.'
In The Hands Of The ISB Mission U 2 Deploy on ISB Central Office. This site is a prison (if opponent controls, all captives here are released). Total ability of 6 or more required for opponent to draw battle destiny here. Whenever an ISB agent delivers a captive here, opponent loses 4 Force (once per captive per captivity). ISB agents may escort captives and, if escorting a captive during your move phase, may use 1 Force to relocate escort and captive to a related docking bay (as a regular move). Once during your move phase, may use 2 Force to relocate (as a regular move) an ISB agent present with Ysanne Isard here to a site you control.

References

  1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Virtual Block 7: Ultimate Power (PDF), res.starwarsccg.org. Cover: "Official text as of June 18, 2010". Preserved copy: Internet Archive.
  2. ↑ 2.0 2.1 DarkLegacy.json (swccg-card-json legacy card data). Preserved copy: Internet Archive.