Virtual Block 2

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Virtual Block 2
Set symbol
CodeVB2 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text7 December 2009[2]
Cards169 (84 Light, 85 Dark)
PreviousVirtual Block 1
NextVirtual Block 3

Virtual Block 2 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 These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).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 official sheet is titled Virtual Block 2: The Empire Strikes Back. 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 hub 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 2-1B (Too-Onebee) (V) Character Once per turn, may place your non-droid character just lost at same or related site in Used Pile instead of Lost Pile. X on Bacta Tank is -2.
87E Chewie (V) Character Adds 3 to power of anything he pilots. While piloting Falcon, it is maneuver +2, Chewie draws one battle destiny if unable to otherwise, and your battle destiny draws (and total battle destiny) at same system may not be modified, canceled, or reset by opponent.
88E Commander Luke Skywalker (V) Character Adds 3 to power of anything he pilots. While piloting Rogue 1, it is maneuver +2 and Luke draws two battle destiny if unable to otherwise. During your control phase, may use 1 Force to take a speeder or a card with 'T-47' in game text into hand from Reserve Deck; reshuffle. Immune to attrition < 3.
89 Echo Base Trooper Officer (V) Character While at a non-shielded marker site, may use 1 Force to suspend 'Hoth Energy Shield Rules' until the start of your next turn.
90E General Carlist Rieekan (V) Character Your artillery weapons at same and related sites are powered and forfeit +2. Once per turn, may use 1 Force to deploy one A New Secret Base, Echo Base Operations, Haven (to Hoth), a [Hoth] location, a [Hoth] artillery weapon, or a non-unique [Hoth] Rebel from Reserve Deck; reshuffle.
91 Harc Seff (V) Character Adds 2 to power of anything he pilots. For each of opponent's non-battleground locations on table, your Force generation is +1. Your leaders are deploy -2 to same site. Once per game, may take an Immediate Effect into hand from Reserve Deck; reshuffle.
92 Jeroen Webb (V) Character If deploying to opponent's mobile site, deploys as an Undercover spy (deploy -2). Nevar Yalnal may not target spies at Webb's site. Opponent's total influence here is -1 for each of your spies at sites.
93 Kebyc (V) Character Deploys free to Cloud City. You activate +1 Force for every Cloud City site you occupy. Your aliens are deploy -1 here. Opponent's aliens are deploy +1 here.
14E Lando Calrissian (V) Character Adds 2 to power of anything he pilots (3 if piloting Falcon). May convert opponent's Lando present at a site. While with Leia, Lando is Heroic. During battle, may use 1 Force to cancel the game text of opponent's character of ability < 5 (or with a [Permanent Weapon]) at same site.
95 Lobot (V) Character Deploys free to Cloud City or a site with a scomp link. If a battle was just initiated at same site, may deploy an alien here (free if Lando) as 'react' from Reserve Deck; reshuffle. May deploy Cyborg Construct on Lobot from Reserve Deck; reshuffle.
96 Neb Dulo (V) Character Your aliens here are defense value +2. During battle with your Rep, the Rep may not be targeted by weapons.
97 Princess Leia (V) Character May deploy or move as a 'react' to same site as an Imperial. Adds one battle destiny if with Han or Vader. During your deploy phase, may deploy one Leia Of Alderaan, Reflection, or a matching blaster on Leia from Reserve Deck; reshuffle. Immune to attrition < 4.
98 R5-M2 (Arfive-Emmtoo) (V) Character Your capital starships are deploy -1 and are destiny +2 when drawn for weapon or battle destiny. Once per game, Shawn Valdez may deploy for free to same site.
99 Rebel Scout (V) Character May deploy -1 as a 'react' to same site as a Rebel. When deployed, may peek at the top card of a Reserve Deck; may place that card on bottom of that Reserve Deck.
100 Romas 'Lock' Navander (V) Character Adds 2 to power of anything he pilots. During your deploy phase, if present with a scomp link, may deploy a battleground system on table from Reserve Deck; reshuffle. If at Echo Command Center, may use 1 Force to suspend 'Hoth Energy Shield Rules' until start of your next turn.
101E Son Of Skywalker (V) Character Adds 3 to power of anything he pilots. Luke's Lightsaber is immune to Overload. May deploy Luke's Lightsaber from Reserve Deck; reshuffle. While on Dagobah, you lose no Force to Your Destiny or Vengeance Of The Dark Prince. Immune to attrition < 4.
102 Tamizander Rey (V) Character Adds 2 to power of anything he pilots. While at a docking bay, power and defense value +2. Tamizander Rey's docking bay transit requires -3 Force.
103 Tauntaun Handler (V) Character Creature vehicles he 'rides' are power +2. While 'riding' a Tauntaun, adds one battle destiny. May cancel any result of Tauntaun Bones.
104 Tigran Jamiro (V) Character Deploys free to Dantooine, Hoth, or Yavin 4. At same and related sites, opponent's aliens and Imperials are deploy +1.
105 Toryn Farr (V) Character Adds 2 to power of anything she pilots. [Maintenance] cards may not participate in battle the turn they are deployed and are placed out of play when they leave the table.
106 Wyron Serper (V) Character Once per game, may take an Immediate Effect into hand from Reserve Deck; reshuffle. If just forfeited from an opponent's starship site, may satisfy all remaining attrition and battle damage against you.
107E Yoda (V) Character May deploy to Dagobah. Prevents attacks at same Dagobah site. Your training destiny draws are +1. Once per turn, may deploy (as if from hand) a Jedi Test from under Strong Is Vader. Once per game, may take The Way Of Things into hand from Reserve Deck; reshuffle. Immune to attrition.

Device

# Slip Image Card Type Game text
108 Artillery Remote (V) Device Use 2 Force to deploy on your warrior. Your artillery weapons at same and related sites are Heroic and may be targeted by weapons like a vehicle (use armor = 4). May place this device in Used Pile to add 2 to a just drawn artillery weapon destiny.
109 Han's Toolkit (V) Device Deploy on Falcon or Han. While Han piloting Falcon at a battleground, non-immune to Alter Effects (except Emperor's Power, Presence of the Force, and Search And Destroy) are suspended.
110E Luke's Bionic Hand Device Deploy on Luke. Luke's power and immunity to attrition are +2. During battle at a battleground, may exchange a card in hand with an Interrupt in Lost Pile. This device lost if Luke Disarmed.

Effect

# Slip Image Card Type Game text
111 Access Denied (V) Effect Deploy on table. At Cloud City sites, Stunning Leader may not be played and your non-[Permanent Weapon] Rebels of ability > 3 are immune to attrition < 4. (Immune to Alter.)
112 Advantage (V) Effect Deploy on your battleground. Once per battle, if opponent's card is hit by a non-[Permanent Weapon] weapon, may make opponent's total power -4 (-2 if hit by a lightsaber).
113 All My Urchins (V) Effect Deploy on table. Once per turn, if all your ability on table is provided by Cloud Cars, Han (except Han, Chewie, And The Falcon), and aliens, may place your just forfeited card in Used Pile.
114 Asteroids Do Not Concern Me (V) Effect Deploy on table. Asteroid Sanctuary is canceled. When you complete Rycar's Run, place it out of play. During your control phase, opponent loses 1 Force for each Asteroid Field you control (limit 3). During your deploy phase, may deploy one Rycar's Run or asteroid sector on table from Reserve Deck; reshuffle. (Immune to Alter.)
115 Beldon's Eye (V) Effect Deploy on table. Your [Independent Starship] starships are defense value +2 at Bespin locations. Once per game, if Quiet Mining Colony on table, may simultaneously deploy a unique (•) [Independent Starship] starfighter and matching pilot (for -1 Force each) from your hand and/or Reserve Deck; reshuffle. (Immune to Alter.)
116 Civil Disorder (V) Effect Deploy on table. You may not play Rebel Barrier. Senators are deploy +2. Whenever you initiate a battle, may retrieve your topmost non-[Permanent Weapon], non-[Maintenance] character. May place the top card of your Reserve Deck in Lost Pile to place a combat card in owner's Lost Pile. (Immune to Alter.)
117 Descent Into The Dark (V) Effect Deploy on table. While you have less than 10 Life Force, your battle and weapon destiny draws are +1.
118 Dismantle On Sight (V) Effect Deploy on table. After starting hands are drawn, players may only take into hand or deploy on table from Reserve Deck (except as a 'react' or response) during their deploy phase (if another phase specified, it becomes 'during your deploy phase'). (Immune to Alter.)
119 Encampment (V) Effect Deploy on a non-docking bay exterior planet site you occupy. While you occupy this site, at same and related sites, your characters may deploy regardless of location deployment restrictions. Once per game, your character may deploy -3 here. (Immune to Alter.)
120 Entrenchment (V) Effect Deploy on a site. During battle here, you take the first weapons segment action. Your characters are defense value +1 here.
121 Evacuation Control (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.)
122 Flash Of Insight (V) Effect Deploy on table. Play with the top card of your Reserve Deck revealed (if possible). During your draw phase, place this Effect in Used Pile and you may retrieve 1 Force.
123 Frostbite (V) Effect Deploy on the Hoth system if you control two exterior Hoth sites. During your control phase, may retrieve 1 Force for each Hoth site you control with a unique (•) combat vehicle. If opponent controls this system, this Effect lost. While you occupy 1st marker, immune to Alter.
124 Hiding In The Garbage (V) Effect Deploy on table. Place your just lost characters out of play. Once per turn, may deploy a character from Lost Pile. (Immune to your Alter.)
125 Hopping Mad (V) Effect Deploy on non-[Episode I] C-3PO. Once per turn, you may take How Did We Get Into This Mess?, Thank The Maker, We're Doomed, or Mantellian Savrip into hand from Reserve Deck; reshuffle. If C-3PO present at a battleground, Savrip is immune to Alter. Thank The Maker is a Used Interrupt and treat '5' in its game text as '3'.
126 Ineffective Maneuver (V) Effect Deploy on table with 5 cards from outside your deck face-down under here. Three times per game, may play a Defensive Shield from here (as if from hand). [Permanent Weapon] weapons may not reset forfeit to 0. Characters hit by [Permanent Weapon] weapons are forfeit = (printed forfeit -3).
127 Leia Of Alderaan (V) Effect Deploy on Leia (or your female of ability < 4). Opponent may not cancel or reduce Force drains at same battleground. If on Leia, she is power +2 and, once per battle, may cancel the game text of an opponent's leader of ability < 4 here.
128 Maneuvering Flaps (V) Effect Deploy on table. During your deploy phase, may reveal an unpiloted combat vehicle from hand to take its matching pilot character (or vice versa) into hand from Reserve Deck and deploy both simultaneously; reshuffle. May not be suspended (Immune to Alter.)
129 Nick Of Time (V) Effect Deploy on table. Dack Ralter and Wes Janson add 2 to power of anything either one pilots. During your control phase, may take one Attack Pattern Delta, Desperate Tactics, Lucky Shot, One More Pass, Rapid Fire, or a vehicle weapon into hand from Reserve Deck; reshuffle. May lose 2 Force to cancel Trample or Walker Barrage. (Immune to Alter.)
130 No Disintegrations! (V) Effect Deploy on table. During opponent's turn, may place a just forfeited Rebel of ability > 2 out of play; opponent loses 3 Force.
131 Obi-Wan's Apparition (V) Effect Deploy on table. May place your just lost Jedi out of play. May use X Force to add X to a just drawn weapon or battle destiny, where X = number of your Jedi out of play.
132 Polarized Negative Power Coupling (V) Effect Deploy on table. Whenever a player plays a Used Interrupt, their opponent may stack it here. Either player may use 2 Force to place a card here in owner's Used Pile or may lose 2 Force to place a card here in owner's Lost Pile.
133E Rebel Infantry Effect Deploy on table. Rebel scouts (except pilots) are troopers. Rebel troopers have armor = 4 and are immune to Physical Choke. Whenever you deploy a Rebel trooper, may immediately deploy a Blaster Rifle on that character from Reserve Deck; reshuffle. (Immune to Alter.)
134 Smuggler's Blues (V) Effect Deploy on table. Opponent may not cancel or modify Force drains at any battleground where you have two musicians or two smugglers (or one of each). Once per turn, may take Han's Back, Han's Dice, Solo Han, Special Modifications, or Stay Sharp! into hand from Reserve Deck; reshuffle.
135 Wars Not Make One Great (V) Effect Deploy on table. During battles where your Jedi is present, players may not draw more than two battle destiny. Once during your turn, may take Inner Strength into hand from Reserve Deck; reshuffle. (Immune to Alter.)
136 Weather Vane (V) Effect Deploy on table. Character here lost if new character arrives. Opponent generates no Force at your cloud sectors. During owner's control phase, they must relocate character here to an unoccupied Cloud City site (place in Used Pile otherwise). (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
138 Attack Pattern Delta (V) Interrupt During a battle at a site, if you are about to draw a card for battle destiny, you may instead use the maneuver number of your participating combat vehicle.
139E Away Put Your Weapon (V) Interrupt USED: An opponent's just drawn [Permanent Weapon] weapon destiny is -3. (Immune to Sense.) LOST: Once per game, retrieve up to 5 weapons (may take one retireved card into hand).
140 Computer Interface (V) Interrupt Twice per turn, if your Lobot on Cloud City or you occupy three Cloud City sites with aliens, peek at the top three cards of your Reserve Deck. Take any of them into hand and replace the others in any order.
141 Courage Of A Skywalker (V) Interrupt During battle, unless Inner Strength on table, initiate a duel between your participating Skywalker (except Shmi) present and a participating Dark Jedi present. Both players draw two destiny and add ability. Higher total wins. Loser is lost.
142 Dark Dissension (V) Interrupt USED: Take Demotion into hand from Reserve Deck; reshuffle. OR For remainder of turn, cancel the game text of an Imperial (except a Dark Jedi) present with another Imperial. LOST: Cancel Imperial Command (unless limiting your battle destiny draws).
143 Found Someone You Have (V) Interrupt Find one of your missing characters. OR Retrieve the topmost character of your Lost Pile into hand.
144 Gambler's Luck (V) Interrupt During opponent's control phase, if your gambler on table, use 1 Force. Both players draw three destiny. Winner (higher total destiny) may target one opponent's character with a printed power matching one of the winner's destiny draws. Target is lost.
145 Impressive, Most Impressive (V) Interrupt Cancel All Too Easy, Stunning Leader (where your Jedi participating), Imperial Barrier (targeting your Jedi), or You Are Beaten (except when canceling Uncontrollable Fury). (Immune to Sense.) OR Once per game, if opponent just initiated a battle, you may take the first weapons segment action.
146 Jedi Levitation (V) Interrupt USED: If you just drew a character for destiny, take that card into hand to cancel and redraw that destiny. LOST: Use 3 Force to retrieve a non-[Maintenance] character into hand.
147 Keep Your Eyes Open (V) Interrupt Peek at the top card of your Force Pile or Reserve Deck; may take that card into hand.
148 Levitation (V) Interrupt USED: Take a droid or device from your Force Pile into hand; reshuffle. LOST: Once per game, if your apprentice is on Dagobah, cancel a Force drain at a non-Dagobah location.
149 Nice Of You Guys To Drop By (V) Interrupt Take Lost In The Wilderness or a Rogue speeder into hand from Reserve Deck; reshuffle. OR If you occupy a site, find one of your missing characters there. OR Cancel Stunning Leader. OR Cancel opponent's attempt to randomly remove one or more cards from your hand (except with Monnok).
150 NOOOOOOOOOOOO! (V) Interrupt Cancel Broken Concentration, The Circle Is Now Complete, or a duel initiated during a battle. (Immune to Young Fool.) OR During any draw phase, place a card from hand under your Used Pile to take any one card into hand from Force Pile; reshuffle.
151 Perimeter Scan (V) Interrupt If two related unique (•) sites are on table, deploy the related system from Reserve Deck; reshuffle. OR Peek at a face down card on table. OR If a character or starship's power was just reduced, reset that card's power to its printed power for remainder of turn.
152 Put That Down (V) Interrupt If your character or starship is about to be captured or lost during the weapons segment of a battle, it is hit instead and may not be captured or lost until the damage segment. OR If opponent just played an Interrupt during battle, activate 2 Force.
153 Shocking Information (V) Interrupt Unless you have a senate majority, if opponent just took a character into hand from Reserve Deck, deployed a character from Reserve Deck (except with an Effect with 'matching' in game text), or just drew a card from Reserve Deck using a character's game text, they must place 2 other cards from hand on Used Pile (if possible).
154 Starship Levitation (V) Interrupt USED: If you just drew a starship for destiny, take that starship into hand to cancel and redraw that destiny. LOST: Use 3 Force to retrieve a non-[Maintenance] starship into hand.
155 Surreptitious Glance (V) Interrupt If this card is lost from your Reserve Deck, it satisfies an additional 2 Force loss. If your Lando and Lobot are defending in a battle, add two destiny to power only and one battle destiny.
156 Through The Force Things You Will See (V) Interrupt Once per game, choose: if you are about to recirculate at the end of your turn, and you have fewer cards in Used Pile than in Force Pile, place your Used Pile under your Force Pile instead. OR Place the top card of your Used Pile on top of your Force Pile.
157 Visored Vision (V) Interrupt USED: If opponent has three non-battleground locations on table, activate 5 Force. LOST: Deploy a battleground location from Reserve Deck; reshuffle.
158 Walker Sighting (V) Interrupt While an AT-AT or AT-ST on table, destiny +3. Take Concussion Grenade, Logistical Delay, or Panic into hand from Reserve Deck; reshuffle. (Immune to Sense.) OR If opponent's AT-AT or AT-ST on table, peek at the top card of their Reserve Deck; may use 2 Force to make it lost.
159 We'll Find Han (V) Interrupt USED: Deploy Han (except Han, Chewie, And The Falcon) from Reserve Deck; reshuffle. LOST: Deploy Han (except Han, Chewie, And The Falcon) from your Lost Pile.
160E Wookiee Strangle (V) Interrupt Once per game, during your move phase, target opponent's character present with your Wookiee. Both players draw destiny. Add Wookiee's power; opponent adds target's defense value. Target lost if your total destiny +2 > opponent's total destiny.
161 You Will Go To The Dagobah System (V) Interrupt Deploy a character, device, starship, vehicle, or weapon to a Dagobah site (regardless of Dagobah deployment restrictions) from Reserve Deck; reshuffle. OR During your control phase, relocate your character to a Dagobah site.

Location

# Slip Image Card Type Game text
162 Hoth: Echo Med Lab (V) Location Light Side: During your deploy phase, may deploy a medical droid here from Reserve Deck; reshuffle.
Dark Side: If your Imperial present, Force drain +1 here.
163 Redemption: Command Post Location Light Side: During your move phase, may relocate your leader here to a site you occupy.
Dark Side: While Redemption is at a system you do not occupy, you may only deploy spies here.

Starship

# Slip Image Card Type Game text
165 Bright Hope (V) Starship May add 2 pilots and 6 passengers. Permanent pilot provides ability of 2. During battle, if with a Rebel capital starship, may use 1 Force to cancel a just drawn battle destiny.
166 Redemption (V) Starship May add 4 pilots and 4 passengers. Permanent pilot provides ability of 2. Bacta Tank deploys for free and is lost if Redemption lost. X on Bacta Tank is -2.

Weapon

# Slip Image Card Type Game text
167 Anakin's Lightsaber (V) Weapon Deploy on Leia, non-Jedi Luke, or any Mara. May add 1 to Force drain where present. May target a character or creature. Draw two destiny. Target hit, and its forfeit = 0, if total destiny > defense value. Instead of firing, may use 1 Force to cancel a just drawn weapon destiny here.
168 Dual Laser Cannon (V) Weapon Deploy on your T-47. May target a character or vehicle for free. Draw destiny. Character hit, and its forfeit = 0, if destiny +2 > defense value. Vehicle hit if destiny +X > defense value, where X = T-47 pilot's ability (maximum 5).
169 Luke's Blaster Pistol (V) Weapon Deploy on Luke. During battle, opponent may not move from here. Once per battle, may target a character (target loses immunity to attrition for remainder of turn) or vehicle (with maneuver) for free. Draw destiny. Target hit and forfeit -3 if destiny +2 > defense value.

Objective

# Slip Image Card Type Game text
164E Local Uprising (V)/Liberation (V) Objective Deploy Hoth system and [Virtual Block 6] Main Power Generators. May deploy Echo Base Garrison and/or Maneuvering Flaps. For remainder of game, you may not deploy Hoth Sentry or non-Hoth locations (except Rendezvous Point). T-47 Battle Formation may only be played once per game and is [Immune to Sense]. While this side up, during your deploy phase, may deploy an exterior Hoth site or a non-unique Rebel to Hoth from Reserve Deck; reshuffle. Flip this card during your move phase if you control 3 exterior Hoth sites with T-47s and/or non-unique Rebels. Place out of play if Main Power Generators 'blown away'.
164E Local Uprising (V)/Liberation (V) Objective While this side up, Wedge may not cancel battle destiny draws on Hoth. During your control phase: opponent loses 1 Force for each battleground marker site you control with both a T-47 and a Rebel, and you may use 2 Force to take any one card into hand from Reserve Deck; reshuffle. Whenever you must lose Force (except from your card, battle damage, or a Force drain at a battleground), reduce the loss (to a minimum of 1) by the number of Hoth locations you occupy. Flip this card if you do not control 2 exterior Hoth sites. Place out of play if if Main Power Generators 'blown away'.

Epic Event

# Slip Image Card Type Game text
137E It Is The Future You See (V) Epic Event If you deployed only 1 location (unless it is [Coruscant], [Reflections 3], or [Special Edition]), play instead of a Starting Interrupt. Deploy Battle Plan, Do, Or Do Not, and a [Immune to Alter] Effect from Reserve Deck; reshuffle. Revolution, insert cards, and your [Maintenance] and [Permanent Weapon] cards are lost. You go first. Choose one:
Jedi: Deploy on table. At start of your turn, turn all cards here face up. During your turn, may use 1 Force for each card stacked here to stack a card from hand face up here. Instead of using X Force, may turn X cards here face down.
Agent of Evil: Take Luke and a site into hand from Reserve Deck; reshuffle. Deploy on opponent's side of table; their total battle and duel destiny is +2.

Dark Side

Character

# Slip Image Card Type Game text
01 Admiral Ozzel (V) Character Adds 2 to power of anything he pilots. While piloting a capital starship at a battleground system, in each battle a player's first battle destiny draw may not be canceled or reduced and if opponent canceled a just drawn battle destiny, they lose 1 Force.
02 Boba Fett (V) Character Adds 3 to power of anything he pilots. May 'fly' (landspeed = 3). Draws one battle destiny if unable to otherwise. Your cards with 'Bounty' in title are immune to Aim High. During your control phase, may take a card with 'Bounty' in title into hand from Reserve Deck; reshuffle. Immune to attrition < 4.
01E Bossk (V) Character Adds 2 to power of anything he pilots. While at same site as a smuggler, power +3. While with opponent's smuggler or Wookiee, opponent may not draw more than one battle destiny here. Immune to attrition < number of opponent's smugglers on table.
04E Captain Bewil (V) Character Agenda: logistics. While at Conference Room, opponent must lose 3 Force to 'react' away from a battle, and, if your total Influence here is > 3, during your turn you may take an Interrupt into hand from Force Pile; reshuffle.
05E Captain Lennox (V) Character Adds 3 to power of any Star Destroyer he pilots. Deploys free aboard Tyrant, and, while aboard, draws one battle destiny if not able to otherwise and your total power here is +1 for each of opponent's starfighters here.
06 Captain Piett (V) Character Adds 2 to power of anything he pilots. Twice per game during opponent's turn, may place three cards from hand on your Force Pile to draw top two cards from Reserve Deck.
07 Commander Nemet (V) Character Adds 1 to power of anything he pilots. While piloting at a battleground system, your Force drains here may not be canceled. While piloting at a system with a 'probe' card, during your deploy phase (or if just forfeited), may be placed as a 'probe' card at any system.
08 Corporal Derdram (V) Character Adds 2 to power of anything he pilots. While at an Executor site, may use 1 Force to place a just lost non-unique smuggler (and all copies of that card in opponent's Lost Pile) out of play. At same non-docking bay site, opponent may not deploy Jar Jar or spies.
09 Corporal Vandolay (V) Character Adds 2 to power of anything he pilots. Opponent's smugglers are forfeit -2. During any control phase, may take one Spice Mines Of Kessel into hand from Reserve Deck; reshuffle. Once per game, may take an Immediate Effect and/or a prison into hand from Reserve Deck; reshuffle.
10 Dengar (V) Character Adds 2 to power of anything he pilots. Deploys free aboard Punishing One, and while piloting it, draws one battle destiny if unable to otherwise. At same site, Han's game text is canceled. Immune to Fallen Portal.
11 E-3PO (V) Character While with C-3PO, C-3PO's game text (and game text of cards on him) is canceled. E Chu Ta is destiny +3 when drawn for weapon or battle destiny. During any control phase, may take E Chu Ta into hand from Reserve Deck; reshuffle.
12E General Veers (V) Character Adds 3 to power of anything he pilots. Leader. Once per turn, may reveal from hand to / 6TH Marker or Blizzard 1 to Hoth. Deploys free aboard Blizzard 1. While piloting Blizzard 1, adds one destiny to total power.
13 IG-88 (V) Character Adds 2 to power of anything he pilots. May use two weapons. Once per turn, if escorting a captive, may take any one card from Force Pile into hand; reshuffle. May lose 1 Force to cancel a just drawn weapon destiny targeting IG-88. Immune to attrition < 5.
94 Lando Calrissian (V) Character Adds 3 to power of anything he pilots. Once per turn, while present at a battleground site, may use 1 Force to add or subtract 1 from a just drawn weapon or battle destiny (or from opponent's just drawn destiny).
15 Probe Droid (V) Character When drawn for destiny, you may peek at opponent's hand. Provides presence. Thrice per turn, your Imperial may deploy -1 to same site. Your total battle destiny here is +1 for each Imperial here.
16 Sergeant Major Bursk (V) Character [Maintenance] cards may not participate in battle the turn they are deployed and are placed out of play when they leave the table.
17E Veers (V) Character Add 3 to power of anything he pilots. Leader. Once per turn, may reveal from hand to / 6th marker or Blizzard 1 to Hoth. Deploys free aboard Blizzard 1. While piloting Blizzard 1, adds one destiny to total power.
18 Warrant Officer M'Kae (V) Character Adds 2 to power of anything he pilots. If your starship is about to be lost, may place devices aboard in owner's Used Pile. Once per turn, may deploy a device that deploys on a starship from Reserve Deck; reshuffle. Once per game, if just forfeited, may take the bottom card of your Lost Pile into hand.
19 Zuckuss (V) Character Adds 2 to power of anything he pilots. Mist Hunter is maneuver +1. Your Black Sun agents at same and related sites may not have their forfeit reduced. Once per game, may deploy non-[Permanent Weapon] 4-LOM here from Reserve Deck; reshuffle. Immune to attrition < 3.

Creature

# Slip Image Card Type Game text
20 One-Arm (V) Creature Habitat: Hoth sites. Deploys only to a marker site. Wampas are [Selective Creature] creatures. Other wampas are ferocity and defense value +2. Once per game, may deploy Wampa Cave on table from Reserve Deck; reshuffle.
21 Wampa (V) Creature * Ferocity = 3 + destiny. Habitat: Hoth sites. Deploys only to marker sites. Characters defeated by this Wampa may be relocated to Wampa Cave instead of being eaten (opponent of victim chooses).

Device

# Slip Image Card Type Game text
22E Deflector Shield Generators (V) Device Deploy on a Star Destroyer. It is power and armor +2 and immune to attrition < 5. During battle, Power Pivot is canceled and S-Foils is suspended. May be forfeited (forfeit = 3) to Used Pile. Once per turn, may deploy a TIE or non-unique Imperial here from Reserve Deck; reshuffle.

Effect

# Slip Image Card Type Game text
23 3,720 To 1 (V) Effect Deploy on table. Droids are destiny +1. Once per turn, may place the bottom 2 cards in Lost Pile out of play to deploy (from Lost Pile) Forced Servitude, a character weapon, a location, or an Effect that deploys on a location (without 'lose' in game text). (Immune to Alter.)
24 Ability, Ability, Ability (V) Effect Deploy on table. You may not play Imperial Barrier. Senators are deploy +2. Whenever you initiate a battle, may retrieve your topmost non-[Permanent Weapon], non-[Maintenance] character. May place the top card of your Reserve Deck in Lost Pile to place a combat card in owner's Lost Pile. (Immune to Alter.)
25E Alert My Star Destroyer! (V) Effect Deploy on table. During your deploy phase, you may reveal a capital starship from hand to take its matching pilot character (or vice versa) from Reserve Deck, and deploy both simultaneously; reshuffle. While piloted by an Imperial, Star Destroyers may not have their power reduced. (Immune to Alter.)
26 Awwww, Cannot Get Your Ship Out (V) Effect If opponent just drew a starship or vehicle for destiny, deploy on table, and stack that card here. Opponent may place a card (your choice) from your Lost Pile into your hand to place this Effect (and stacked cards) into owner's Used Pile.
27 Bounty (V) Effect Deploy on a just captured character without a bounty. During your control phase, may transfer captive to a related prison (take this card into hand) to retrieve 4 Force. If released, place captive (and cards on them) in owner's Used Pile. Your Force drains are +1 here. (Immune to Control.)
28 Desilijic Tattoo (V) Effect Deploy on table. Bounty hunters and your [Independent Starship] starships are defense value +1 and forfeit +2. Once per turn, when a bounty hunter uses a non-[Permanent Weapon] weapon to hit a character, target is forfeit -2 and opponent places top card of Reserve Deck in Lost Pile. (Immune to Alter.)
29E Despair (V) Effect Deploy on table. During your battle phase, while you have a frozen captive, opponent's cards may not move. At same site as Jabba's Prize, opponent's cards are deploy +1 and your Force drains are +2. My Favorite Decoration may not be placed out of play. (Immune to Alter.)
30 Field Promotion (V) Effect Deploy on your captain or commander. This character is an admiral and a leader. Imperials are immune to Demotion. Once per game, may take a card with 'Imperial' in title into hand from Reserve Deck; reshuffle. (Immune to Alter.)
31E Flagship (V) Effect Deploy on your Star Destroyer. It draws one battle destiny if unable to otherwise (two if Executor). Counter Assault is canceled. During your move phase, Landing Claw is canceled here. Once per turn, may take an admiral or Executor site into hand from Reserve Deck; reshuffle.
32 Forced Landing (V) Effect Deploy on table. After starting hands are drawn, players may only take into hand or deploy on table from Reserve Deck (except as a 'react' or response) during their deploy phase (if another phase specified, it becomes 'during your deploy phase'). (Immune to Alter.)
33E Hoth Blockade Effect Deploy on Hoth. Haven here is suspended. Executor is deploy -4 here (to a maximum of -6). For each marker site you control with an AT-AT and an Imperial, your total power here is +1. If opponent controls Hoth, place this Effect in Used Pile. (Immune to Alter.)
34 I Am Your Father (V) Effect If Vader just won a battle or duel against Luke, deploy on table; opponent loses 1 Force. During your control phase, if Vader present at a battleground site, opponent loses 1 Force. If Vader just lost, place this Immediate Effect in Used Pile.
35 I Want That Ship (V) Effect Deploy on your battleground. Once per battle, if opponent's card is hit by a non-[Permanent Weapon] weapon, may make opponent's total power -4 (-2 if hit by a lightsaber).
36 I'm Sorry (V) Effect Deploy on table. Floating Refinery is suspended on opponent's turn. During your deploy phase, may deploy a Floating Refinery, a cloud sector (to Bespin), or an Obsidian squadron TIE from Reserve Deck; reshuffle. During your turn, if you control 2 cloud sectors with TIEs, opponent loses 1 Force. (Immune to Alter.)
37 Image Of The Dark Lord (V) Effect Deploy on a planet site. Opponent's Force drains are -1 here (-2 if Vader controls an adjacent site).
38 Imperial Decree (V) Effect Deploy on table. At start of your turn, may lose 1 Force to activate this turn using [Light Side Force] instead of [Dark Side Force]. Whenever you lose Force (except from Force drains, battle damage, or your card), may reduce loss (to a minimum of 1) by the number of battlegrounds you occupy. (Immune to Alter.)
39E Imperial Domination (V) Effect Deploy on table. If your non-Imperial character (or [Independent Starship] starship) on table, this Effect lost. Unless you occupy fewer locations than opponent: if you initiate or win a battle, retrieve an Imperial; and, during battle, may take an Imperial just drawn for destiny into hand to cancel and redraw that destiny. (Immune to Alter.)
40E Imperial War Machine Effect Deploy on table. Imperial pilots are not restricted (•••). Once per turn, may reveal a non-unique Imperial pilot from hand to take a non-unique AT-AT (of armor > 6), Victory-class Star Destroyer, or Dreadnaught, (or vice versa) into hand from Reserve Deck and deploy both simultaneously; reshuffle. (Immune to Alter.)
41 Location, Location, Location (V) Effect Deploy on table. Your locations are destiny +1. During their deploy phase, players may use 2 Force to deploy a battleground planet site (except a War Room) not on table from Reserve Deck; reshuffle. (Immune to Alter.)
42 Much Anger In Him (V) Effect Use 4 Force to deploy on opponent's non-droid, non-Jedi Master character (or 2 Force on a Rebel). Character's game text is canceled and they draw one battle destiny if unable to otherwise. Opponent may lose three cards from hand (may not be reduced) to cancel this Effect.
43 Precision Targeting (V) Effect Deploy on table. Your capital starship weapon destiny draws are +1. During your deploy phase, may use 1 Force to deploy a starship weapon (for free) on you capital starship from Reserve Deck; reshuffle. If a starship was just hit, may place this Effect in Lost Pile to make that starship forfeit = 0.
44 Pride Of The Empire (V) Effect If you just deployed a TIE/SA, deploy on a unique TIE/SA. Bombing Run is Immune to Control. May place this card in Used Pile to take Bombing Run or ComScan Detection into hand from Reserve Deck; reshuffle (or, once per game, retrieve); opponent loses 1 Force. (Immune to Control.)
45 Special Delivery (V) Effect Deploy on table. During your deploy phase, if Carbonite Chamber Console on table, may use 1 Force to deploy an Effect on table from Reserve Deck; reshuffle. If opponent's just lost character is about to be removed from Lost Pile, may lose 1 Force to capture (imprison or let escape) that character instead. (Immune to Alter.)
25E Sudden Impact (V) Effect Deploy on table with 5 cards from outside your deck face-down under here. Three times per game, may play a Defensive Shield from here (as if from hand). [Permanent Weapon] weapons may not reset forfeit to 0. Characters hit by [Permanent Weapon] weapons are forfeit = (printed forfeit -3).
47E The Dark Path (V) Effect Deploy on table. During battle, if you just drew a destiny, may lose that card to cancel and redraw that destiny. When you draw battle destiny, may lose X Force (limit 3) to make attrition against opponent +X.
48 The Emperor's Prize (V) Effect Unless your [Death Star II] Objective on table, deploy on Vader. Target Luke (even at Dagobah). During opponent's move phase, if Vader present at a battleground site, opponent loses 1 Force. Utinni Effect canceled when reached by target.
49E The Quick And Easy Path Effect Deploy on table. Sith Fury and your non-epic duels are canceled. Once per turn, may use 1 Force to take a non-[Episode I] Interrupt (or Immediate Effect) with 'duel' in its game text into hand from Reserve Deck; reshuffle. If [Virtual Block 6] Epic Duel on table, Force retrieved (or lost) during a duel cannot be reduced or canceled. (Immune to Alter.)
50E Vader's Bounty (V) Effect Deploy on table. Slave I is destiny +2 when drawn for weapon or battle destiny. During battle: while non-[Reflections 3] Boba Fett with Vader, neither may be excluded or lost until the damage segment, and may place this Effect in Lost Pile to make Boba Fett's total weapon destiny +3.
51E Weather Vane (V) Effect Deploy on table. Character here lost if new character arrives. During owner's move phase, they must relocate character here to a Cloud City site (if a bounty hunter on Cloud City, character captured instead). (Immune to Alter.)
52 We're The Bait (V) Effect Deploy on table. It's A Trap! may not be played. Once per game, may use 1 Force to deploy an Effect with 'Bespin' or 'Cloud City' in lore or game text from Reserve Deck; reshuffle. If Chewie, Han, Leia, or Luke wins a battle on Cloud City, place this Effect in Used Pile.

Interrupt

# Slip Image Card Type Game text
53 Atmospheric Assault (V) Interrupt If your TIE is defending a battle alone at a cloud sector, add two destiny to power only. OR During battle, if you have a TIE present piloted by a character, opponent's starship present without a pilot character aboard is power -3.
54 Brief Loss Of Control (V) Interrupt USED: Once per game, during opponent's activate phase, target a location. Opponent is prevented from controlling that location (and loses senate majority if targeting Galactic Senate) for remainder of turn. LOST: Cancel Control.
55 Close Call (V) Interrupt USED: During battle, cancel and redraw a just drawn destiny. LOST: A just drawn battle or weapon destiny is -3.
56E ComScan Detection (V) Interrupt Peek at the top card of opponent's Force Pile. OR Raise your converted Mos Espa to the top. OR If opponent just deployed a planet site deploy a related location from Reserve Deck; reshuffle. OR Once per game, deploy Death Star: War Room, Meditation Chamber, or Wampa Cave from Reserve Deck; reshuffle.
57 Debris Zone (V) Interrupt Once per turn, may take one Crash Landing or Weapon Malfunction into hand from Reserve Deck; reshuffle. OR if you have a piloted AT-AT on Hoth, target artillery weapon at a related site is lost. (Immune to Sense.)
58 Defensive Fire (V) Interrupt If opponent just initiated battle, you may immediately fire one non-lightsaber, non-Permanent weapon present in that battle once (for free), adding 2 to each of its destiny draws. That weapon may fire again this battle.
59 Fear (V) Interrupt When drawn for destiny, may place a non-[Immune to Alter] Effect on table in owner's Used Pile. OR Lose the top card of your Reserve Deck to make a just drawn destiny lost.
60 He's All Yours, Bounty Hunter (V) Interrupt USED: For remainder of turn, your bounty hunter escorting a captive may make two additional moves (for free if escorting Han). LOST: Your just drawn Carbon-Freezing (or bounty hunter's character weapon) destiny draw is +2.
61 Lando System? (V) Interrupt Take Lando or a card with 'Lando' in game text into hand from Reserve Deck; reshuffle. OR Cancel an attempt to replace your Lando; opponent's Lando is lost.
62E Levitation Attack (V) Interrupt Deploy (or retrieve) a device (for free) from Reserve Deck; reshuffle. (Immune to Sense.) OR Cancel Sabotage targeting a device. OR During a battle, place your weapon or device present in Used Pile to add 2 to your total power (3 if Vader present).
63 Probe Telemetry (V) Interrupt Take a Probe Droid into hand from Reserve Deck; reshuffle. OR Place a non-unique card from a Lost Pile out of play.
64 Release Your Anger (V) Interrupt Destiny +2 when drawn for weapon or lightsaber combat destiny. USED: Take Your Powers Are Weak, Old Man into hand from Reserve Deck; reshuffle. LOST: If you just lost a character armed with a non-[Permanent Weapon] lightsaber, lose 1 Force to take that character (or lightsaber) into hand.
65 Self-Destruct Mechanism (V) Interrupt If your droid was just hit by a character weapon, lose that droid to target the character that fired that weapon. Draw destiny. Target hit and forfeit -4 if destiny +3 > defense value.
66 Shocking Revelation (V) Interrupt Unless you have a senate majority, if opponent just took into hand or deployed character (except with an Effect with 'matching' in game text) from Reserve Deck or just drew a card from Reserve Deck using a character's game text, they must place 2 other cards from hand on Used Pile (if possible).
67 Slip Sliding Away (V) Interrupt Cancel Path Of Least Resistance. (Immune to Sense.) OR During your move phase, target opponent's character at an interior Cloud City site. Draw destiny. Relocate target to Weather Vane if destiny > target's ability. OR Relocate your character at an interior Cloud City site to Weather Vane (if 'hit,' character is first restored to normal).
68 Stop Motion (V) Interrupt Take Cold Feet, He Hasn't Come Back Yet, or Ice Storm into hand from Reserve Deck; reshuffle. OR Cancel Dodge. OR Cancel opponent's 'react' away from battle. OR Cancel opponent's attempt to randomly remove one or more cards from your hand (except with Grimtaash).
69 Take Evasive Action (V) Interrupt USED: Cancel Fallen Portal, Fly Casual, or T-47 Battle Formation (unless canceling Walker Garrison). (Immune to Sense.) LOST: If opponent just drew lightsaber combat or weapon destiny, cancel and redraw that destiny.
70 Voyeur (V) Interrupt USED: If opponent has three non-battleground locations on table, activate 5 Force. LOST: Deploy a battleground location from Reserve Deck; reshuffle.

Location

# Slip Image Card Type Game text
71 AT-AT Deployment Platform Location Dark Side: May deploy Biker Scout Gear here from Reserve Deck; reshuffle, and while here, once per turn, may deploy one card (without ability) in its game text from Reserve Deck; reshuffle.
Light Side: Your characters may enter/exit here for 2 Force each. Unless you occupy, AT-AT's immunity to attrition is +1 (or immune to attrition if non-unique).

Starship

# Slip Image Card Type Game text
73 Hound's Tooth (V) Starship May add 1 alien pilot, 6 passengers, and 1 vehicle. Deploys (even using Combat Response) and moves like a starfighter. While Bossk piloting, adds one battle destiny and immune to attrition < 4.
74 Mist Hunter (V) Starship May add 2 alien pilots and 3 passengers. Zuckuss deploys free aboard. While Zuckuss piloting, opponent's weapon, battle, and asteroid destiny draws here are -2. Immune to attrition < 3.
75 Obsidian 10 (V) Starship Heroic. May add 1 pilot. OS-72-10 deploys -2 aboard. When lost from Endor, a mobile system, or a sector, may place this starship (and cards aboard it) in owner's Used Pile.
76 Punishing One (V) Starship May add 1 alien pilot and 1 passenger. During battle here, if Dengar piloting, attrition against opponent is +3. Immune to attrition < 4.
77 Slave I (V) Starship May add 1 alien pilot and 3 passengers. May deploy with non-[Maintenance] Boba Fett as a react (for free). While Boba Fett piloting, maneuver +2, power may not be reduced, and immune to attrition < 5.
78 Stalker (V) Starship May add 6 pilots, 8 passengers, 2 vehicles and 4 TIEs. Permanent pilot provides ability of 2. During your deploy phase, may deploy one [Hoth] Probe Droid to a related site from Reserve Deck; reshuffle.
79 Vader's Personal Shuttle (V) Starship May add 2 pilots and 4 passengers. Vader deploys -3 aboard. While Vader piloting at a battleground, maneuver +2 and you lose no Force to Uncontrollable Fury or You Must Confront Vader.

Vehicle

# Slip Image Card Type Game text
80 Blizzard 1 (V) Vehicle May add 2 pilots and 8 passengers. During the power segment of a battle here, may lose X cards from hand to cause +X attrition against opponent. Immune to attrition < 4.
81 Blizzard 2 (V) Vehicle May add 1 pilot and 8 passengers. Permanent pilot provides ability of 2. During your control phase, may take one Trample or Walker Barrage into hand from Reserve Deck; reshuffle. Walker Barrage total is +2. Immune to attrition < 4.
82 Blizzard Scout 1 (V) Vehicle May add 1 pilot or passenger. Permanent pilot provides ability of 2. May move as a 'react.' During battle, if with your piloted AT-AT, may cancel game text of an opponent's character present.

Weapon

# Slip Image Card Type Game text
83 AT-AT Cannon (V) Weapon Deploy on your non-[Maintenance] AT-AT. May target a character or vehicle at same or adjacent site for free. Draw destiny. Target hit if destiny +1 (+2 if a vehicle) > defense value. If lost from table, place this weapon in Used Pile.
84 Boba Fett's Blaster Rifle (V) Weapon Deploy on non-[Maintenance] Boba Fett. During your turn, opponent's characters here may not use landspeed. While a captive at same site, your Force drains are +1 here. May target a character for free. Draw destiny. Target captured if destiny +2 > defense value.
85 IG-88's Neural Inhibitor (V) Weapon Use 1 Force to deploy on a bounty hunter (free on IG-88). May target a character for free. Draw destiny. Target captured (and opponent loses 2 Force if target is a [Maintenance] or [Permanent Weapon] character) if destiny +1 > defense value.

Objective

# Slip Image Card Type Game text
72E Imperial Occupation (V)/Imperial Control (V) Objective Deploy Hoth system, [Virtual Block 6] Ice Plains, and [Virtual Block 8] Main Power Generators. May deploy Imperial Decree. For remainder of game, AT-ATs deploy -1 to marker sites. Walker Garrison may only be played once per game and is [Immune to Sense]. Non-[Virtual Block 8] You May Start Your Landing is canceled. While this side up, Revolution is canceled. Once during your turn, may take one AT-AT Cannon, Hoth Blockade, Electro-Rangefinder, or a [Hoth] Epic Event into hand from Reserve Deck; reshuffle. Flip this card if Main Power Generators 'blown away' and Hoth Blockade on Hoth.
72E Imperial Occupation (V)/Imperial Control (V) Objective While this side up, Revolution is canceled. Rebels are deploy +1 to Hoth sites. Your total battle destiny at Hoth system is +1 for each Imperial there. Unless opponent controls a Hoth location, your Force drain bonuses may not be canceled. Once per turn, when you deploy an AT-AT, may retrieve any one card (except an Interrupt or vehicle) into hand. During your deploy phase, may deploy a marker site from Reserve Deck; reshuffle. Flip this card if Hoth Blockade not on Hoth.


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 VirtualBlock2.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive