Virtual Block 1

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Virtual Block 1
Set symbol
CodeVB1 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text7 December 2009[2]
Cards175 (90 Light, 85 Dark)
NextVirtual Block 2


Virtual Block 1 is a Players Committee legacy virtual expansion. These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).

The Players Committee issued the cards as printed slips: print the sheet, cut out the area beneath the card title, and sleeve the cutout with the original card.[2]

The September 2009 date is the Block reorganization date, not the first print year of every card. On 16 September 2009 the Players Committee announced completion of Virtual Set 6: Reflections IV. The same announcement realigned the existing virtual sets (Virtual Sets 1–18) into thematic Virtual Blocks.[1] Constituent cards were originally released across 2002–2009 as Virtual Sets 1–18.

The combined legacy list is also published as Virtual Master on the Players Committee cardlists.


Some of these cards were later reused in the current virtual sets (2014 Reset onward), usually with updated frames and set icons.

Card list

Light Side

Character

# Slip Image Card Type Game text
86 Artoo (V) Character Heroic. Death Star Plans ignores objective game text, but only draws one destiny. Leia may not move (or be carried) the turn she is released. Once per game, may deploy Trash Compactor from Reserve Deck; reshuffle. May not be Undercover, 'choked,' or targeted by Emperor.
87 Beru Lars (V) Character Once per turn, if present at a farm and a destiny was just drawn that is within 1 of the destiny of your 'crop,' may use 1 Force to place 'crop' in Used Pile. Whenever you play Beru Stew or Blue Milk, may draw top card from your Reserve Deck.
88 Biggs Darklighter (V) Character Adds 2 to power of anything he pilots. Deploys free to Beggar's Canyon, Red 3, or same location as Fel or Hobbie. While piloting Red 3, it has an [Nav Computer] aboard. During your control phase, may take one Old Times into hand from Reserve Deck; reshuffle.
89 BoShek (V) Character Adds 3 to power of anything he pilots. Deploys -2 to Cantina, a docking bay, or a starship. BoShek is a matching pilot for any starship. Twice per game, may take a device into hand from Reserve Deck; reshuffle. Immune to attrition < 3.
90 Brainiac (V) Character X = Light Side cards in hand. Y = Dark Side cards in hand. If X < Y, your Force generation is +1. If X = Y, adds one battle destiny. Once per turn, if X > Y, may lose a card from hand to make a just drawn weapon or battle destiny = π.
91E Bron Burs (V) Character Draws one battle destiny if unable to otherwise. While present at opponent's non-docking bay site, cancels its Dark Side game text. Blaster Rifle is a matching weapon for Bron.
92 C-3PO (See-Threepio) (V) Character During a battle at a site with R2-D2, may not be targeted by weapons, and may draw one destiny; subtract that amount from opponent's total power. Once per game, may place all your non-Immune to Alter Effects on table in Used Pile.
92E Chewbacca (V) Character Adds 2 to power of anything he pilots. During your turn, may use 1 Force to take one Chewie's AT-ST, Chewbacca's Bowcaster, That's One, or an Interrupt with 'Chewie' or 'Wookiee' in game text into hand from Reserve Deck; reshuffle.
94 Chewie, Enraged (V) Character Adds 2 to power of anything he pilots. While present at a site with Han or Leia, Chewie is Heroic and, unless hit, may be forfeited to satisfy all remaining attrition and battle damage against you. Once per game, may take Kashyyyk or Falcon into hand from Reserve Deck; reshuffle.
95 Colonel Feyn Gospic (V) Character While Massassi Base Operations on table, opponent may deploy only one Imperial to each Yavin 4 site per turn. Doubles Rebel Tech bonus to Attack Run. Once per turn, may take Balanced Attack or a commander into hand from Reserve Deck; reshuffle.
96 Commander Evram Lajaie (V) Character While at your War Room, forfeit +3. Your starships with hyperspeed have a [Nav Computer]. Your piloted starships are forfeit +1.
97 Commander Vanden Willard (V) Character Leia is defense value and forfeit +3. Your senators at battleground sites and characters at Yavin 4 locations are forfeit +2. Once per game, may take a non-[Permanent Weapon] Leia into hand from Reserve Deck; reshuffle.
98 Debnoli (V) Character Adds 2 to power of anything he pilots. While with an Imperial, you may initiate battle here for free. Permanent weapon is blaster rifle (may target a character or creature for free; draw destiny; target hit, and its forfeit = 0, if destiny +1 > defense value).
99 General Dodonna (V) Character During your control phase, if at a Rebel Base location, may use 1 Force to take one Colonel Feyn Gospic, an Admiral's Order, or a Rebel pilot of ability < 3 into hand from Reserve Deck; reshuffle.
99E Han Solo (V) Character Adds 3 to power of anything he pilots. Cards with 'Han' in title are destiny +3. May use 1 Force to cancel Boba Fett or Jabba's game text for remainder of turn. If opponent just initiated battle here, may use 1 Force to take the first weapons segment action.
101E IL-19 Character While at a non-Hoth site, adds one [Light Side Force]. If just forfeited, may use 1 Force to place this droid in Used Pile.
102 Jek Porkins (V) Character Adds 2 to power of anything he pilots. While piloting Red 6: it is Heroic, immune to attrition < 4, Jek draws one battle destiny if unable to otherwise, and during your control phase, may use 1 Force to retrieve a Rogue squadron pilot or an X-Wing.
103 Leia (V) Character While at opponent's Galactic Senate, Leia's game text may not be canceled and may lose 1 Force to place Leia and any character present out of play. During battle, may cancel game text of a leader of ability < 5 with Leia for remainder of turn.
104 Luke (V) Character Adds 3 to power of anything he pilots. Adds one battle destiny with Biggs or if piloting a T-16. While piloting a T-16 alone at Beggar's Canyon, opponent must first use 1 Force to draw a card from Force Pile or retrieve a Force. Once per game, may deploy a T-16 here from Reserve Deck; reshuffle.
105 Luke Skywalker (V) Character Adds 3 to power of anything he pilots. If piloting lead starfighter, Attack Run total is +3. During your control phase, if piloting at a battleground, may take Darklighter Spin into hand from Reserve Deck; reshuffle or retrieve 1 Force.
106 Melas (V) Character Adds 2 to power of anything he pilots. Once per turn, may 'smoke pipe' by placing a card from hand on your Used Pile; Melas is power and defense value +2, but cannot move this turn (if during your draw phase, may instead peek at the top two cards of any Reserve Deck.)
107 Obi-Wan Kenobi (V) Character Obi-Wan's game text may not be canceled and he may not be targeted by cards that capture. Unless another Jedi present, may Force drain here regardless of Objective restrictions. Immune to attrition < 5 (< 8 if with a Dark Jedi).
108 Owen Lars (V) Character Opponent activates no Force from Beru Stew. While present with Lars' Vaporator: during your control phase, may use 3 Force to exchange one card from hand with one 'crop' card; cards with 'lightsaber' in title may not deploy here.
109 R2-D2 (Artoo-Detoo) (V) Character While present with a Scomp Link, adds one [Light Side] icon here. While aboard a starfighter, adds 2 to power, maneuver and hyperspeed. Immune to Fire Extinguisher.
110E Rebel Tech (V) Character While on Yavin 4: cancels Force drain bonuses from Yavin sites' game text, your Attack Run total is cumulatively +1, and during your deploy phase, may place this character in Used Pile to take one Advance Preparation or Death Star: Trench into hand from Reserve Deck; reshuffle.
111 Rebel Trooper (V) Character When drawn for weapon or battle destiny, destiny +2. While present at a site and armed with a blaster rifle, forfeit +2 and draws one battle destiny if unable to otherwise.
112 Red Leader (V) Character Adds 2 to power of anything he pilots. While piloting at Dantooine system, when opponent deploys a character to a related site, they choose: opponent must lose 1 Force. OR that character may not battle or move this turn.
113 Theron Nett (V) Character Adds 2 to power of anything he pilots. During your deploy phase, if piloting Red 10, may target one of your starships; deploy a non-[Theed Palace] astromech or matching pilot aboard target from Reserve Deck; reshuffle.
114 Wedge Antilles (V) Character Adds 3 to power of anything he pilots. While piloting Pulsar Skate, it is maneuver +2 and Wedge draws one battle destiny if unable to otherwise. While at Tatooine (or with Booster, Luke, or Mirax), Set For Stun may not target characters here and Overwhelmed may not be played here.

Device

# Slip Image Card Type Game text
115 Fusion Generator Supply Tanks (V) Device Deploy on a docking bay or your capital starship. Your unique (•) starships are power, maneuver, and hyperspeed +1. May place this device in Lost Pile to cancel Lateral Damage. If opponent controls this location, place this device in Used Pile.
116 Lars' Hydroponics Station Device Deploy on a farm. During your draw phase, while no 'crop' here, may use 1 Force to stack a 'crop' (any one card from Lost Pile) on this device. While you occupy this site, if any just drawn destiny matches destiny of 'crop', may place 'crop' in your Used Pile.
117 Lars' Vaporator Device Deploy on a farm. Characters at same site are immune to Sandwhirl. Whenever you are about to activate Force from Beru Stew or Blue Milk, you may first take into hand from Reserve Deck Biggs, Camie, Crell, Fixer, Moisture Farmer, a Lars, or a [Special Edition] Tatooine site.
118 Tatooine Utility Belt (V) Device Deploy on Han or a Lars. Character cannot be targeted by [Permanent Weapon] weapons or be captured. If just lost, place this device in Used Pile. Force loss from ...Or Be Destroyed must come from Reserve Deck (if possible) and may not be reduced below 2.

Effect

# Slip Image Card Type Game text
119 A Tremor In The Force (V) Effect Deploy on table. Whenever you verify opponent's Reserve Deck, may place a card there with 'podracer' in game text out of play or retrieve 1 Force.
120 Cell 2187 (V) Effect Deploy on table. Once per game, may deploy spy R2-D2 (for free) on table from Reserve Deck; reshuffle. During your control phase, if R2-D2 is with captive Leia, may use 1 Force to release her. While Sometimes I Amaze Even Myself on table, where Leia present, ignore Battle Order. May not be canceled. (Immune to Alter.)
121 Crash Site Memorial (V) Effect Deploy on table. Dune Sea, Hutt Canyon, Jawa Camp, and Jawa Canyon are deserts. At deserts you occupy with a Jawa, Rontos and Sandcrawlers are power +1 and forfeit +2, and opponent's Force generation is canceled. (Immune to Alter.)
122 Demotion (V) Effect Use 2 Force to deploy on an Imperial leader of ability < 5 or a senator. That character's game text is canceled. If present with another Demotion, this Effect lost.
123 Faithful Service (V) Effect Deploy on table. Your unique (•) [Hoth], [Endor], and [Death Star II] non-pilot warriors of destiny > 1 are troopers. Your troopers have armor = 4. When opponent is about to remove their last card from Life Force, you may first place all your troopers in Used Pile (last card must still be removed). (Immune to Alter.)
124 For Luck (V) Effect Deploy on table. Once during your control phase, if opponent occupies a non-battleground location, may peek at top two cards of your Reserve Deck and take one into hand. (Immune to Alter.)
125 Grappling Hook (V) Effect If opponent just played an Interrupt, unless three Grappling Hooks on table, use 1 Force to deploy on table and stack that Interrupt here. Other copies of stacked Interrupt are destiny -3. (Immune to Control.)
126E Hidden Fortress Effect Deploy on table (only at start of game) with up to three systems from outside your deck face-down under here. If non-[Virtual Block 4] Hidden Base on table: Once per game, may deploy a system from here and/or exchange Hidden Base indicator with a system (from parsec 1 to 8) under here. (Immune to Alter.)
127 I Can't Believe He's Gone (V) Effect If Obi-Wan is out of play, use 1 Force to deploy on table. During battle, may use 1 Force to add 5 to your total power there for remainder of turn. Once per turn, if Luke a captive, may activate 1 Force. (Immune to Control.)
128 Jawa Siesta (V) Effect Deploy on table. Your unique (•) Jawas are defense value +1. During battles at exterior Tatooine sites where your unique (•) Jawa is participating, may add one destiny to your total power.
129 K'lor'slug (V) Effect Deploy on table. If your character in battle is about to be lost before the damage segment, it is instead lost at end of battle (if forfeited, forfeit for 0). Non-Jedi, non-[Permanent Weapon] characters may not have their deploy cost modified by Bad Feeling Have I. (Immune to Alter.)
130 Learn About The Force, Luke Effect Deploy on table. Your non-[Jabba's Palace] Interrupts with 'alone' in game text are Used Interrupts, but if played during battle you draw no more than two battle destiny. Wherever you have a card with 'skill' in its game text, your Force drains and battle destiny draws are +1. (Immune to Alter.)
131 Logistical Delay (V) Effect Deploy on table. During the power segment of a battle, may use X Force to reduce a starship's immunity to attrition by X for remainder of turn. Once per turn, may use 2 Force to cancel the game text of a [Maintenance] character or a senator for the remainder of turn.
132 Merc Sunlet (V) Effect Deploy on table. Out Of Commission is canceled. Unless opponent has more cards in Lost Pile than you, whenever you lose Force, may use X Force and place any X cards from your Lost Pile out of play to reduce the loss by X. (Immune to Alter.)
133 Nightfall (V) Effect Deploy on table. Once per game, may target a system. At related sites, 'nighttime conditions' are in effect and spies are deploy -2. (Immune to Alter.)
134 Obi-Wan's Cape (V) Effect Deploy on Obi-Wan. Obi-Wan is defense value +1 and may not be excluded from battle. During opponent's turn, may place this Effect in Lost Pile to cancel a just drawn duel, lightsaber combat, or weapon destiny draw here.
135E Our Most Desperate Hour (V) Effect Deploy on Leia of ability < 4. Leia moves for free, is power and defense value +2, draws one battle destiny if not able to otherwise, and, if she has spy skill, Rebels may deploy -1 here (to a minimum of 1). If Leia about to be lost, place her and this Effect in Used Pile instead. (Immune to Alter.)
136 Plastoid Armor (V) Effect Deploy on your non-droid character. Your Interrupts with 'back' in title are destiny = 5 and are Used Interrupts. Your characters are immune to Bad Feeling Have I. During opponent's move phase, may take an Interrupt with 'back' in title into hand from Reserve Deck; reshuffle.
137 Rycar Ryjerd (V) Effect Deploy on table. If your character is about to be lost from table, place all devices and Effects on that character in owner's Used Pile. Twice per game, may take a device (or an Effect) that deploys on a character into hand from Reserve Deck; reshuffle. (Immune to Alter.)
138 Sai'torr Kal Fas (V) Effect Deploy on table. Once per turn, may / a matching weapon on your unique (•) character present at a site. (Immune to Alter.)
139 Scanner Techs (V) Effect Deploy on table. During opponent's move phase, may use 3 Force to peek at opponent's hand or place a Political Effect (and all cards on it) in owner's Used Pile. Unless you have 13 or more cards in hand, opponent may not place those cards in Used Pile. (Immune to Alter.)
140 Solomahal (V) Effect Deploy on your scout (except Luke). If scout (or starship they are aboard) was just targeted by a weapon, may place this Effect in Lost Pile to cancel that targeting.
141E Special Modifications (V) Effect Deploy on table. If your starship in battle is about to be lost before the damage segment, it is instead lost at end of battle (if forfeited, forfeit for 0). May place this Effect in Lost Pile to make your starship immune to attrition for remainder of turn. (Immune to Alter.)
142 The Planet That It's Farthest From (V) Effect Deploy on table. Once per turn, if you control more battlegrounds than opponent, when you lose Force to a Force drain, may retrieve X Force (may not be canceled), where X = all bonuses to that Force drain.
143 Undercover (V) Effect Deploy on your spy at a site. Spy is now Undercover. During your control phase, may take one Sabotage into hand from Reserve Deck; reshuffle. At same and related sites, opponent's [Permanent Weapon] weapon destiny draws are -1 (-2 if targeting this character). (Immune to Alter.)
144 Yerka Mig (V) Effect Deploy on Cantina. While all your ability on table is provided by aliens and [Independent Starship] starship pilots: whenever you deploy a unique (•) alien to a battleground, may retrieve 1 Force; and, during battle, your total power is +3. If opponent controls this location, this Effect lost.

Interrupt

# Slip Image Card Type Game text
144E Advance Preparation (V) Interrupt USED: Cancel Uncertain Is The Future STARTING: If Massassi Base Operations on table, deploy from Reserve Deck Death Star Schematics, Massassi War Room, and up to two Effects that deploy for free and are [Immune to Alter]. Place this Interrupt in hand.
146 Antilles Maneuver (V) Interrupt For remainder of turn, opponent must first use 1 Force to fire a weapon and opponent's starship weapon destiny draws are -1. OR During opponent's deploy phase, deploy a Rebel of ability < 3 (except an admiral) from Reserve Deck aboard your starship; reshuffle.
147 Balanced Attack (V) Interrupt If your corvette, cruiser, and frigate are in battle together, cancel an opponent's non-[Immune to Sense] Interrupt. OR Deploy a frigate (deploys -2) from Reserve Deck to same system as your corvette and cruiser; reshuffle. OR Deploy a cruiser (deploys -3) from Reserve Deck to same system as your corvette and frigate; reshuffle.
148 Beru Stew (V) Interrupt USED: Activate 1 Force (2 if a Lars on table). OR During battle at a farm, add the destiny number of your device on this farm to your total power. LOST: During battle at a farm, after battle destinies are drawn, place a 'crop' out of play to make attrition against you = 0.
149 Cantina Brawl (V) Interrupt If a battle was just initiated at an interior site where both players have a participating character armed with a weapon, your weapon destiny draws there are +1 (+3 if at Cantina) for remainder of turn.
150 Darklighter Spin (V) Interrupt Deploy a battleground system from Reserve Deck; reshuffle. OR If opponent just modified your battle destiny draw, cancel and redraw it (it may not be modified). OR If opponent just canceled your battle destiny draw, make that destiny = X instead, where X is the number of battlegrounds you occupy.
151 Don't Tread On Me (V) Interrupt USED: Use 1 Force to deploy an Effect that deploys for free on table (or on your side of table) and is always Immune to Alter from Reserve Deck; reshuffle. STARTING: When drawing your starting hand, draw up to 12 cards instead of 8. Place this Interrupt in Reserve Deck.
152 Escape Pod (V) Interrupt Take a dejarik, hologram, or holosite into hand from Reserve Deck; reshuffle. OR Cancel a Force drain at a holosite. OR If opponent is about to place your character out of play, place that character in your Lost Pile instead.
153 Han's Back (V) Interrupt Use 1 Force to deploy (or retrieve) Han's Heavy Blaster Pistol, Falcon, or Han from Reserve Deck; reshuffle. OR If opponent just drew weapon destiny targeting Falcon or Han, cancel and redraw that destiny.
154 Han's Dice (V) Interrupt Once per turn, if just drawn for destiny, may take this Interrupt into hand to cancel and redraw that destiny. OR Cancel Watto's Chance Cube. OR If your character of ability > 2 is in battle, use 1 Force to cancel and redraw a just drawn destiny.
155E Harvest (V) Interrupt USED: Retrieve a device, or take a device into hand from Reserve Deck; reshuffle. (Immune to Sense.) STARTING: If your starting location was a Tatooine location, deploy from Reserve Deck a farm, two devices, and two Effects that are always [Immune to Alter]. Place this Interrupt in Reserve Deck.
156 Into The Garbage Chute, Flyboy (V) Interrupt Add one battle destiny at Incinerator, Trash Compactor, Watto's Junkyard, or a swamp.
157 Leia's Back (V) Interrupt Use 1 Force to deploy (or retrieve) Leia's Blaster Rifle, Leia's Sporting Blaster, or Leia from Reserve Deck; reshuffle. OR If you just initiated a Force drain where Leia is present, use 2 Force to make that Force drain +2.
158 Luke's Back (V) Interrupt Use 1 Force to deploy from Reserve Deck (or retrieve) Luke's Blaster Pistol, Luke's Lightsaber, or non-Jedi Luke; reshuffle. OR Unless Inner Strength on table, use 1 Force to cancel a just drawn weapon destiny targeting Luke (or a just drawn duel or lightsaber combat destiny if Luke is participating).
159 Panic (V) Interrupt Take a device or a non-lightsaber weapon into hand from Reserve Deck; reshuffle. OR If opponent just initiated a battle or Force drain at a system or sector, deploy (as a 'react') an unpiloted Rebel starfighter and a pilot of ability < 3 (simultaneously) on table from Reserve Deck; reshuffle. (Immune to Sense.)
160 Precise Hit (V) Interrupt USED: If you just hit a target with a non-lightsaber non-[Permanent Weapon] weapon, may place target (and all cards on it) in owner's Used Pile. LOST: Target a Heroic character or starship. It loses Heroic and/or immunity to attrition, if any, this turn.
161 Rebel Reinforcements (V) Interrupt Once per game, if opponent has more cards with ability on table than you do, draw destiny and retrieve up to that number of Rebel characters and/or Rebel starships (may take one retrieved card into hand).
162 Return Of A Jedi (V) Interrupt Use 1 Force to deploy (or retrieve) Obi-Wan, Obi-Wan's Cape, or Obi-Wan's Lightsaber from Reserve Deck; reshuffle. OR Unless Inner Strength on table, use 1 Force to cancel a just drawn weapon destiny targeting Obi-Wan (or a just drawn duel or lightsaber combat destiny if Obi-Wan is participating).
163 Sabotage (V) Interrupt Target an opponent's device or non-superlaser weapon card. Draw destiny. Target lost if destiny -X < target's destiny number, where X = the number of your spies on table. OR Cancel the targeting of a [Permanent Weapon] weapon at same site as your spy.
164 Utinni! (V) Interrupt Take an Utinni Effect into hand from Reserve Deck; reshuffle. OR Take a non-unique and/or a unique (•) Jawa into hand from Reserve Deck; reshuffle.

Location

# Slip Image Card Type Game text
165 Alderaan (Blown Away) Location Light Side: May not be deployed if an Alderaan site (or sector) on table. Star Cruisers ignore location deployment restrictions in their game text.
Dark Side: When deployed, you choose: flip Set Your Course For Alderaan immediately or at the end of your next turn.
166 Tatooine: Lars' Moisture Farm (V) Location Light Side: Once per game, may deploy a non-[Reflections 2] Lars here from Reserve Deck; reshuffle. While a Lars present here with a hydroponics station or vaporator, your Force generation here is +1 (+2 if with both).
Dark Side: While No One To Stop Us This Time on table, Imperials are deploy -1 here.

Starship

# Slip Image Card Type Game text
167 Gold 1 (V) Starship May add 2 pilots or passengers. If Dutch piloting, power +2, immune to attrition < 4, and once during any control phase, may take the top or bottom card of your Force Pile into hand.
168 Gold Leader In Gold 1 (V) Starship May add 1 pilot or passenger. Permanent pilot is •Dutch, who provides ability of 2. Opponent may not 'react' to here and must first use 1 Force to draw a card for battle destiny here.
169 Millennium Falcon (V) Starship May add 2 pilots. Chewie deploys -3 aboard. If Falcon is about to use hyperspeed, draw destiny; if destiny < 3, hyperspeed = 0 this turn. Immune to attrition < 4 if Han or Chewie piloting (< 9 if both).
170 Red 5 (V) Starship May add Luke as pilot and [A New Hope] R2-D2 (may deploy here from Reserve Deck; reshuffle). During battle, may cancel a starfighter's game text here (except related to capacity, ability, and identity of permanent pilot). Immune to attrition < 6.
171 Tantive IV (V) Starship May deploy without presence or Force icons. May add 3 pilots and 4 passengers. Permanent pilot provides ability of 2. Adds one [Light Side Force] and one [Dark Side Force] at same Dark Side system.

Vehicle

# Slip Image Card Type Game text
172 Sandcrawler (V) Vehicle Permanent driver provides no ability. May add 7 passengers. Jawas at same site are power +1 and forfeit +2. During your deploy phase, may deploy a Jawa here from Reserve Deck; reshuffle.

Weapon

# Slip Image Card Type Game text
173 Han's Heavy Blaster Pistol (V) Weapon Deploy on Beckett or non-spy Han. May target a character. Draw destiny. Target hit, and its forfeit = 0, if destiny +2 > defense value. If on Han, may fire once during your control phase, and may place this weapon in Used Pile to cancel a weapon destiny targeting Han.
174 Leia's Sporting Blaster (V) Weapon Deploy on Leia or your non-droid Undercover spy. May target a character or creature for free. Draw destiny. Target lost if destiny > defense value. During opponent's move phase, if on your Undercover spy, may 'break cover' to fire.
175 Luke's Hunting Rifle (V) Weapon Use 1 Force to deploy on Crell, Luke (of ability < 5), or Owen Lars. May target a character or creature using 1 Force. Draw destiny. If destiny + X > defense value, target's power = 0 (lost if a creature), where X = the number of your devices at same and related locations.

Dark Side

Character

# Slip Image Card Type Game text
01E Admiral Motti (V) Character Adds 2 to power of anything he pilots. Chiraneau may not modify your Force drains. Kuat Drive Yards is [Immune to Alter]. Unless your Senate on table, unique (•) Star Destroyers are power +2 and immunity to attrition +1. Once per game, may deploy non-[Virtual Block 4] Kuat Drive Yards from Reserve Deck; reshuffle.
02E Admiral Motti, Battlestation Coordinator (V) Character Adds 2 to power of anything he pilots. Death Star is hyperspeed = 2, and your total power there (and at system it orbits) is +1 for each Death Star site on table. While with Tarkin, Tarkin Doctrine ignores parsec limit and is [Immune to Alter]. Immune to attrition < 3.
03E Boba Fett (V) Character Adds 3 to power of anything he pilots. May 'fly' (landspeed = 3). Permanent weapon is Projectile Grappling Hook (may target a character for free; draw destiny; target captured if destiny +1 > defense value). Immune to attrition < 3 (< 5 while with Jabba).
04 Commander Praji (V) Character Adds 2 to power of anything he pilots. Once during your control phase (twice if on Devastator) may use 1 Force to take any Imperial pilot of ability < 3 into hand from Reserve Deck; reshuffle.
05 Dannik Jerriko (V) Character If present where you just won a battle, may use 1 Force to place a card from opponent's Lost Pile out of play.
06 Danz Borin (V) Character Adds 3 to power of anything he pilots. May add 1 to Force drains at same Nal Hutta location. Danz is a matching pilot for any [Independent Starship] starship and while piloting one, may not draw more than one battle destiny here (your battle destinies here may not be canceled or modified by opponent).
07E Darth Vader (V) Character Adds 3 to power of anything he pilots. While aboard a starship, it is immune to attrition < 5. During battle at same system (twice if with a Black Squadron pilot), may cumulatively subtract 2 from a just drawn destiny. Immune to attrition < 5.
08 Death Star Gunner (V) Character While on Death Star: cancels Force drain bonuses from Death Star sites' game text, your [A New Hope] Epic Event total is cumulatively +2, and during your deploy phase, may place this character in Used Pile to take a Superlaser into hand from Reserve Deck; reshuffle.
09 Djas Puhr (V) Character Power +3 under 'nighttime conditions'. Blaster Rifle deploys and fires for free on (and is a matching weapon for) Djas Puhr. Immune to attrition < 3 (< 5 while armed with a weapon).
10 General Tagge (V) Character During your control phase, may use 1 Force to take an Imperial trooper without armor into hand from Reserve Deck; reshuffle. Once per game, may place all your non-[Immune to Alter] Effects in Used Pile.
11 Greedo (V) Character During battle, may cancel the game text of a smuggler present with Greedo for remainder of turn. During your control phase, may take one Oo-ta Goo-ta, Solo? into hand from Reserve Deck; reshuffle.
12 Hem Dazon (V) Character During your deploy phase, may stack 'salt' (a card from hand) face down under Hem. Your total battle destiny here is +1 for each 'salt' card. During your control phase (or if Hem lost), may place all 'salt' cards in your Used Pile.
13 Imperial Pilot (V) Character Adds 2 to power of anything she pilots. Matching pilot for TIE Avenger. While piloting a TIE: it is maneuver +2, it moves for free, and when this character is just lost, may use 1 Force to place her in Used Pile. Corvettes are deploy +1 here.
14 IT-O (Eyetee-Oh) (V) Character Wherever you have a captive, your Force drains are +2. Once per game, may deploy Hypo from Reserve Deck; reshuffle. Immune to Restraining Bolt and attrition < 3.
15 Kitik Keed'kak (V) Character During battle, may add 1 to your attrition against opponent for each opponent's character present. May not deploy to or board starfighters or enclosed vehicles.
16 Labria (V) Character Once per game, may deploy Undercover on Labria from Reserve Deck; reshuffle. During your control phase, may reveal top card of Reserve Deck. Place revealed card on top of Force Pile, Reserve Deck, or Used Pile.
17 Prophetess (V) Character Deploy -1 and forfeit +3 at a site. Once per turn, may peek at top card of opponent's Reserve Deck or Used Pile; may then shuffle that Reserve Deck or Used Pile. Immune to attrition < 3.
18 Reegesk (V) Character During opponent's turn, if present at a battleground site, may steal a device, droid, starfighter, vehicle, or weapon in opponent's Lost Pile into your hand.
19 Reserve Pilot (V) Character Adds 2 to power of anything he pilots. While piloting at a system, your total battle destiny here is cumulatively +1. If a battle at a system just ended, may deploy (for free) aboard a starship from which you forfeited a pilot character.
20 Rodian (V) Character Once per game, may deploy a bounty hunter (except Greedo) to same site from Reserve Deck; reshuffle. Unless another •••Rodian is at same or related site, your Force drain bonuses at same planet site may not be canceled.
21 Sandtrooper (V) Character Deploys only to Tatooine or any desert. Immune to Sandwhirl. Your desert locations are destiny = 4. While 'riding' a dewback, power +3 and may not be targeted by lightsabers.
22 Stormtrooper (V) Character When drawn for weapon or battle destiny, destiny +2. While present at a site and armed with a blaster rifle, forfeit +2 and draws one battle destiny if unable to otherwise.
23 Tarkin (V) Character Adds one battle destiny if with Vader (or a Rebel at a mobile site). Jar Jar and opponent's spies may not deploy to Death Star. Once per game may take Hyperwave Scan, Put All Sections On Alert, or an ISB agent into hand from Reserve Deck; reshuffle.
24 Trooper Davin Felth (V) Character During your control phase, may take (or lose 1 Force to retrieve) one Local Trouble or Look Sir, Droids into hand from Reserve Deck; reshuffle. Opponent may not fire weapons during Local Trouble battles.
25 URoRRuR'R'R (V) Character Deploys only on Tatooine. While with another Tusken Raider: opponent's weapon destiny draws here are -2; once per turn, may place a card from hand on Force Pile to draw top card of Reserve Deck; and other Tusken Raiders here are forfeit +4.
26 Ur'Ru'r (V) Character Deploys only on Tatooine. During your deploy phase, if with URoRRuR'R'R, may deploy a weapon with 'Tusken' in lore here from Reserve Deck; reshuffle; your weapon destiny draws for such weapons are +2. During your deploy phase, may move Ur'Ru'r as a regular move.
27E Vader (V) Character Adds 3 to power of anything he pilots. Jedi are defense value -1 and forfeit -2 at same and related sites. During battle, if you are about to draw a card for weapon or battle destiny, may instead use an Interrupt of destiny < 4 from hand. Immune to attrition < 5.

Device

# Slip Image Card Type Game text
28E Fusion Generator Supply Tanks (V) Device Deploy on a docking bay or your capital starship. Star Destroyers and unique (•) TIEs are immune to attrition < 3. May place this device in Lost Pile to cancel Hyper Escape or Power Pivot. If opponent controls this location, place this device in Used Pile .

Effect

# Slip Image Card Type Game text
29 A Bright Center To The Universe (V) Effect Deploy on table. Once per turn, if you control more battlegrounds than opponent, when you lose Force to a Force drain, may retrieve X Force (may not be canceled), where X = all bonuses to that Force drain.
30 A Disturbance In The Force (V) Effect Deploy on table. Whever you verify opponent's Reserve Deck, may place a card there with 'podracer' in game text out of play or retrieve 1 Force.
31 Astromech Shortage (V) Effect Deploy on table. During the power segment of a battle, may use X Force to reduce a starship's immunity to attrition by X for remainder of turn. Once per turn, may use 2 Force to cancel the game text of a [Maintenance] character or a non-[Theed Palace] senator for remainder of turn.
32 Besieged (V) Effect Deploy on table. If opponent just forfeited a character or unpiloted starship at same system or sector as your Imperial capital starship, you may draw destiny. Character or starship is captured if destiny > its destiny number. (Immune to Alter.)
33 Blaster Rack (V) Effect Deploy on table. Once per turn, may \/ a matching weapon on your unique (•) character present at a site. (Immune to Alter.)
34 Come With Me (V) Effect Deploy on Vader or your admiral. During your deploy phase, may deploy an Imperial pilot here from Reserve Deck; reshuffle. During any control phase, may place this Effect in Used Pile to take an Imperial pilot on table into hand (place all cards on that character in owner's Used Pile).
35 Dark Forces (V) Effect Deploy on table. Once per turn, if opponent just drew weapon destiny targeting your Dark Jedi, may lose 1 Force to cancel and redraw that destiny. Once per game, may exchange a card in opponent's Lost Pile with a card on their Colo Claw Fish. (Immune to Alter.)
36 Forced Servitude (V) Effect Deploy on table. Your troopers are Heroic. Opponent's total weapon destiny targeting your Heroic cards is +2. When opponent is about to remove their last card from Life Force, you may first place all your troopers in Used Pile (last card must still be removed). (Immune to Alter.)
37 Hyperwave Scan (V) Effect Deploy on table. During opponent's move phase, may use 3 Force to peek at opponent's hand or place a Political Effect (and all cards on it) in owner's Used Pile. Unless you have 13 or more cards in hand, opponent may not place those cards in Used Pile. (Immune to Alter.)
38E Imperial Detainment Effect Deploy on table. We Have A Prisoner is a Used Interrupt. TIEs are deploy +1 to Launch Bay. During your deploy phase, may deploy from Reserve Deck (or retrieve) one Besieged or a Launch Bay; reshuffle. Once per turn, when your Imperial captures a character, opponent loses 1 Force. (Immune to Alter.)
39 Imperial Justice (V) Effect Deploy on table; shuffle your Reserve Deck, peek at top three cards, and stack them face-up here. During battle, may take a card here into hand to prevent all battle destiny draws from being modified or canceled (each player may draw no more than one battle destiny). (Immune to Alter.)
40E I've Lost Artoo! (V) Effect Deploy on table. If A Sith's Plans not on table, may deploy it from Reserve Deck; reshuffle. Once per game, may take a device that deploys on a character and/or an Effect with 'skill' in game text into hand from Reserve Deck; reshuffle. Whenever your character leaves table, may place all your devices and Effects on them in Used Pile. (Immune to Alter.)
41 Jabba's Influence (V) Effect Deploy on table. Your gangsters are information brokers. Your bounty hunters (except Boba Fett) are power +1. While Xizor on table, Scum And Villainy ignores Emperor. Once per game, if Jabba at Audience Chamber, may deploy a non-bounty hunter alien on table from Reserve Deck; reshuffle. (Immune to Alter.)
42 Jawa Pack (V) Effect Deploy on table. Your unique (•) Jawas are defense value +1. During battles at exterior Tatooine sites where your unique (•) Jawa is participating, may add one destiny to your total power.
43E Ket Maliss (V) Effect Deploy on table. Unless Emperor Palpatine on table, Black Sun agents are defense value +1 and forfeit +2. Once per turn, may use 1 Force to deploy one Beedo, Dannik Jerriko, Greedo, Hem Dazon, Reegesk, or a docking bay from Reserve Deck; reshuffle. (Immune to Alter.)
44E Luke? Luuuuke! (V) Effect Deploy on your non-droid character present at a battleground site; character may not be carried from here or move. Target a Jedi at a site. You lose no more than 1 Force to Force drains at target's location. This Utinni Effect canceled when reached by target.
45 Maneuver Check (V) Effect Deploy on table. Once per game, if Alderaan 'blown away,' may target a system; unless opponent has a capital (or [Episode I]) starship there, Objectives treat that system as a Subjugated planet. Starships may not move the turn they are deployed (or carried) to Death Star. (Immune to Alter.)
46 Molator (V) Effect Deploy on table. If your character in battle is about to be lost before the damage segment, it is instead lost at end of battle (if forfeited, forfeit for 0). Characters of ability < 5 are immune to Goo Nee Tay. (Immune to Alter.)
47 Organa's Ceremonial Necklace (V) Effect Deploy on table. While you have < 13 cards in hand, opponent may not peek at or remove those cards (except with Grimtaash). May lose 2 Force to target two [Coruscant] Political Effects; opponent may not place cards on either until the next time you use this text. (Immune to Alter.)
48 Send A Detachment Down (V) Effect Deploy on opponent's card (a device, droid, or weapon) that may be stolen by a character. Target your trooper at another location. When reached by target, place this Utinni Effect on target; target is power +2, steals opponent's card, and you may retrieve 3 Force.
49 Spice Mines Of Kessel (V) Effect Deploy on Kessel. While your Star Destroyer here, opponent may not play Interrupts from their Lost Pile. If opponent just forfeited a character here, may place this Effect in Lost Pile to retrieve Force equal to that character's forfeit. (Immune to Alter.)
50 Sunsdown (V) Effect Deploy on table. Dark Hours is canceled. Once per game, may target a system. At related sites, 'nighttime conditions' are in effect and spies are deploy -2. (Immune to Alter.)
51 Tactical Re-Call (V) Effect Use 2 Force to deploy on opponent's site. Target opponent's leader at a site or character at the Galactic Senate. Target's game text is canceled. Utinni Effect canceled when reached by target.
52E Tarkin Doctrine Effect Deploy on Death Star. During your control phase, for each battleground system controlled by your Star Destroyer within 2 parsecs of Death Star, opponent loses 1 Force. Canceled if opponent controls this system.
53 Tentacle (V) Effect If opponent just played an Interrupt, unless three Tentacles on table, use 1 Force to deploy on table and stack that Interrupt here. Other copies of stacked Interrupt are destiny -3. (Immune to Control.)
54 Undercover (V) Effect Deploy on your spy at a site. Spy is now Undercover. During your control phase, may take one Informant into hand from Reserve Deck; reshuffle. At same and related sites, opponent's [Permanent Weapon] weapon destiny draws are -1 (-2 if targeting this character). (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
55 Collateral Damage (V) Interrupt If you just initiated battle where you have at least two characters (one a trooper and the other a leader), add two battle destiny. Opponent takes no battle damagethis battle. OR Deploy one Dewback from Reserve Deck; reshuffle.
56 Coordinated Attack (V) Interrupt USED: If you just hit a target with a non-lightsaber non-[Permanent Weapon] weapon, may place target (and all cards on it) in owner's Used Pile. LOST: Cancel Heroic (and any immunity to attrition) on a character or starship this turn.
57 Emergency Deployment (V) Interrupt Take a device or a non-lightsaber weapon into hand from Reserve Deck; reshuffle. OR If opponent just initiated a battle or Force drain at a system or sector, deploy (as a 'react') an unpiloted TIE and a pilot of ability < 3 (simultaneously) on table from Reserve Deck; reshuffle. (Immune to Sense.)
58 Gravel Storm (V) Interrupt Lose 1 Force to target a desert or non-interior Tatooine site. For remainder of turn, all immunity to attrition there is canceled.
59 I Can't Shake Him! (V) Interrupt For remainder of turn, opponent must first use 1 Force to fire a weapon and opponent's starship weapon destiny draws are -1. OR During opponent's deploy phase, deploy an Imperial of ability < 3 (except an admiral) aboard your starship from Reserve Deck; reshuffle.
60 I'm On The Leader (V) Interrupt Cancel the game text of a character at same system as Vader for remainder of turn.
61 Imperial Reinforcements (V) Interrupt Once per game, if opponent has more cards with ability on table than you, draw destiny and retrieve up to that number of Imperials and/or Imperial starships (may take one retrieved card into hand). OR Cancel K'lor'slug.
62 Informant (V) Interrupt Deploy Undercover on table from Reserve Deck; reshuffle. OR Peek at top X cards of opponent's Reserve Deck, where X = number of opponent's characters present with your Undercover spy. OR If your Undercover spy on table, peek at top card of your Reserve Deck.
63 Local Trouble (V) Interrupt At the beginning of your battle phase, use 1 Force to initate a battle between two Imperials and an opponent's character present at same interior site. For remainder of turn, no other battles may occur here and opponent takes no battle damage here.
64 Look Sir, Droids (V) Interrupt USED: Take into hand from Reserve Deck a non-[Droid with Presence], non-[Permanent Weapon] droid. OR Place a card from hand on Used Pile. STARTING: Deploy from Reserve Deck two Effects which are always immune to Alter. If you have only one location (with < 3 [Dark Side Force]) on table, may deploy from Reserve Deck Central Office or Mos Eisley. Place this interrupt in hand.
65 Oo-ta Goo-ta, Solo? (V) Interrupt USED: During battle at a site where your alien bounty hunter (except Boba Fett) is with opponent's smuggler, opponent may not draw more than one battle destiny. LOST: During battle at a site where you have an alien bounty hunter, add one battle destiny.
66 Surface Defense (V) Interrupt USED: Use 1 Force to deploy an Effect that deploys for free on table (or your side of the table) and is always Immune to Alter from Reserve Deck; reshuffle. STARTING: When drawing your starting hand, draw up to 12 cards instead of 8. Place this Interrupt in Reserve Deck.
67 The Empire's Back (V) Interrupt Use 1 Force to deploy (or retrieve) Motti, Tagge, Tarkin, or Vader from Reserve Deck; reshuffle. OR Once during your control phase, for each battleground controlled by Motti, Tagge, Tarkin, or Vader, opponent loses 1 Force.
68 Utinni! (V) Interrupt Take an Utinni Effect into hand from Reserve Deck; reshuffle. OR Take a non-unique and/or a unique (•) Jawa into hand from Reserve Deck; reshuffle.
69 Watch Your Back! (V) Interrupt Deploy a battleground system from Reserve Deck; reshuffle. OR If opponent just modified your battle destiny draw, cancel and redraw it (it may not be modified). OR If opponent just canceled your battle destiny draw, make that destiny = X instead, where X is the number of battlegrounds you occupy.
70 We're All Gonna Be A Lot Thinner! (V) Interrupt USED: Play at the start of your activate phase. When you activate Force this turn, use your opponent's Force icons instead of your own. LOST: Cancel Into The Garbage Chute, Flyboy.

Location

# Slip Image Card Type Game text
71 Tatooine: Mos Eisley (V) Location Dark Side: Once per turn, when a player's Landing Craft takes off or lands here, that player may retrieve 1 Force
Light Side: Immune to Revolution. If a stormtrooper here, you must first use 2 Force to deploy a weapon or device at same or adjacent site.

Starship

# Slip Image Card Type Game text
73 Black 2 (V) Starship May add 1 pilot. During your deploy phase, may take one Pride Of The Empire into hand from Reserve Deck; reshuffle. All Wings Report In and Organized Attack are canceled. While DS-61-2 piloting, immune to attrition < 5.
74 Black 3 (V) Starship Heroic. May add 1 pilot. When this starship is targeted by Tallon Roll, 'Rebel' in its game text may be treated as '[Independent Starship]' or '[Republic]'. While DS-61-3 piloting, immune to attrition < 5.
75E Conquest (V) Starship May add 6 pilots, 8 passengers, 2 vehicles, and 4 TIEs. Permanent pilot provides ability of 2. During battle, may lose 1 Force to cancel a non-[Immune to Sense] Interrupt.
76 Devastator (V) Starship May add 6 pilots and 4 TIEs. Permanent pilot provides ability of 1. May follow an opponent's starship that just moved from same system (if within range). Immune to attrition < 4.
77E Imperial-Class Star Destroyer (V) Starship Deploys -1 to same location as a unique (•) Star Destroyer. May add 6 pilots and 4 TIEs. Permanent pilot provides ability of 1. Unless alone, draws one battle destiny if unable to otherwise.

Vehicle

# Slip Image Card Type Game text
78 Bantha (V) Vehicle May add 2 'riders' (passengers). Ability = 1/2. May move as a 'react.' Tusken Raiders here are power +1. Scum And Villainy ignores creature vehicles. During your deploy phase, may deploy one Bantha Herd from Reserve Deck; reshuffle.
79 Cyclone 1 Vehicle Power +1 for each Sandtrooper present. Permanent pilots provide total ability of 2. May add 7 passengers. Once per game, may deploy a vehicle site or vehicle weapon aboard from Reserve Deck; reshuffle. Immune to attrition < 4.
80E Dewback (V) Vehicle Deploys only on Tatooine. Ability = 1/4. May add 1 'rider' (passenger). May be targeted by Trample instead of a piloted AT-AT. During battle, may 'roar' to make a character here defense value -1.
81 Sandcrawler (V) Vehicle Permanent driver provides no ability. May add 7 passengers. Jawas at same site are power +1 and forfeit +2. During your deploy phase, may deploy a Jawa here from Reserve Deck; reshuffle.
82 URoRRuR'R'R's Bantha (V) Vehicle Deploys only on Tatooine. May add 2 'riders' (passengers). Ability = 1/2. While URoRRuR'R'R aboard, adds one battle destiny. During your deploy phase, may deploy one URoRRuR'R'R here from Reserve Deck; reshuffle.

Weapon

# Slip Image Card Type Game text
83 Assault Rifle (V) Weapon Deploy on Chief Bast or your Imperial warrior. May target a character, creature, or vehicle at same or adjacent site using 1 Force. Draw destiny. Target lost if destiny +1 > defense value.
84E Han Seeker (V) Weapon Use 1 Force to deploy to an unoccupied site. Deploys and moves like an Undercover spy. If present with [Permanent Weapon] Han or a smuggler of ability < 3, this weapon and that character are lost ('all cards' situation).
85E Leia Seeker (V) Weapon Use 1 Force to deploy to an unoccupied site. Deploys and moves like an Undercover spy. If present with [Permanent Weapon] Leia or a senator, this weapon and that character are lost ('all cards' situation).

Objective

# Slip Image Card Type Game text
72 Imperial Entanglements/No One To Stop Us This Time Objective Deploy Tatooine (with Devastator there) and a non-Jabba's Palace Tatooine battleground site. For remainder of game, you may not deploy systems, non-Imperial characters, non-Imperial starships, or Jabba's Palace sites. While this side up, once per turn, may deploy from Reserve Deck a Tatooine battleground site; reshuffle. Opponent loses no Force to Tatooine Occupation or your Force drains at Tatooine system. Flip this card if you control three Tatooine sites and opponent controls less than three Tatooine sites.
72 Imperial Entanglements/No One To Stop Us This Time Objective While this side up, wherever you have a trooper 'riding' a dewback, add one battle destiny. [Virtual Block 1] Local Trouble maybe played at exterior Tatooine sites. Once during your control phase, may peek at the top X cards of your Reserve Deck, where X = number of Tatooine locations you occupy; take one into hand and reshuffle. Opponent's characters require +1 Force to move from tatooine sites using their landspeed. Flip this card if opponent controls more Tatooine sites than you.


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 VirtualBlock1.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive