Virtual Block 4

From SWCCG Wiki
Jump to navigation Jump to search
Virtual Block 4
Set symbol
CodeVB4 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text7 December 2009[2]
Cards114 (49 Light, 65 Dark)
ThemeExpanded Universe
PreviousVirtual Block 3
NextVirtual Block 5

Virtual Block 4 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 These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).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 4: Expanded Universe. 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
65 Chewbacca, Protector (V) Character Deploys free to Coruscant and is a spy while there. During your deploy phase, may deploy one Boushh or Vibro-Ax (on Chewie) from Reserve Deck; reshuffle. While with Leia, her game text may not be canceled and, once per turn, may take the bottom card of Force Pile into hand.
66 Dash Rendar (V) Character Adds 3 to power of anything he pilots. While piloting alone (or at same location as opponent's AT-AT or Imperial), draws one battle destiny if unable to otherwise and opponent draws no more than one battle destiny here. Dash is a matching pilot for any unique (•) Rogue speeder.
68 Fixer Character Adds 2 to power of anything he pilots. Deploys -1 to same site as Camie. Once per turn, may use 1 Force to place a card from Crash Site Memorial in Used Pile. If Crash Site Memorial leaves table (except by your card), place all cards on it in Used Pile.
69 Lars' Protocol Droid Character 'Device' on Harvest may be treated as '[A New Hope] or [Hoth] droid'. While at a farm: your characters present are forfeit +3; may raise this site (if converted) to the top; and, once per move phase, may put hand in Used Pile to place a 'crop' on Reserve Deck.
70 LE-BO2D9 (Leebo) (V) Character May be battled. If with Dash Rendar, adds one destiny to attrition only. Once per turn, if at a battleground, you may peek at the top card of opponent's Reserve Deck; may place that card on top of opponent's Used Pile.
67 Maris Brood, Fallen Jedi Character Matching weapon is Elegant Lightsaber and, if Sai'torr Kal Fas on table, may lose 2 Force to deploy it on her from Reserve Deck; reshuffle. While with Galen or a [Sidious] Effect, adds one battle destiny. Immune to [Permanent Weapon] weapons and attrition < 5.
67 Maris Brood, Fallen Jedi (AI) Character Matching weapon is Elegant Lightsaber and, if Sai'torr Kal Fas on table, may lose 2 Force to deploy it on her from Reserve Deck; reshuffle. While with Galen or a [Sidious] Effect, adds one battle destiny. Immune to [Permanent Weapon] weapons and attrition < 5.
71 Rayc Ryjerd (V) Character Adds 3 to power of anything he pilots. Twice per game, may take one Big One, Kessel Run, or Rycar's Run into hand from Reserve Deck; reshuffle. Once per game, may double the value of X for Kessel Run or Rycar's Run. Rayc is a matching pilot for any freighter or yacht.
72 Senator Leia Organa Character Agendas: justice, rebellion. When deployed, may play a Defensive Shield from under your Starting Effect (as if from hand). While aboard Alderaan Consular Ship, it is Immune to Lateral Damage and attrition. Attrition against opponent is +2 here.
73E Sergeant Doallyn (V) Character Heroic. Smuggler. When deployed, may play a Defensive Shield from under your Starting Effect (as if from hand). Vibro-Ax is a matching weapon for (and deploys for free on) Doallyn, and when using it, it fires for free. Immune to attrition < 4.
74 Talon Karrde (V) Character Adds 2 to power of anything he pilots. If your [Virtual Block 4] objective on table: aliens are forfeit +2 at Rebel Cell sites; Yerka Mig may deploy on a Rebel Cell site, ignores Jedi, is immune to Alter, and for remainder of game, you retrieve Force with it only once per turn.
75 Wes Janson (V) Character Adds 2 to power of anything he pilots. While piloting Red 3, it gains [Nav Computer] and Wes draws one battle destiny if unable to otherwise. While aboard a starship or vehicle, its total weapon destiny is +1; if with Jek and it hits a target, opponent loses 1 Force from Reserve Deck.

Device

# Slip Image Card Type Game text
76 Mercenary Armor (V) Device Deploy on your alien without armor or a Rebel. This character is a spy, has armor = 4, and its immunity to attrition is +2. While opponent has a Black Sun agent, gangster, smuggler, spy, or thief on table, your destiny draws are +1. Once per turn, may take Undercover into hand from Reserve Deck; reshuffle.

Effect

# Slip Image Card Type Game text
77E Anger, Fear, Aggression (V) Effect Deploy on table with up to 15 cards from outside your deck face-down under here. Four times per game, may play a Defensive Shield from here (as if from hand). Unless canceling your Interrupt, opponent may not play Uncertain Is The Future until the end of your first turn.
78 Corellian Engineering Corporation (V) Effect Deploy on table if [Virtual Block 4] Watch Your Step on table. X = number of spaceport sites controlled by Corellians. While you control Corellia, your total battle destiny is +X, and once per turn, if you are about to lose Force (except from your card), may reduce loss by X. (Immune to Alter.)
79E Dantooine Engineering Corps Effect Deploy on table. While Dantooine Base Operations or More Dangerous Than You Realize on table, Dantooine sites are immune to [Premium] No Escape, and your Force generation is +1. While you control a Dantooine site, your squadrons may deploy without replacement for X Force, where X = squadron's power -3. (Immune to Alter.)
80E Disarming Creature (V) Effect Deploy on table. Skull is destiny +2. Once per game, may deploy one Tauntaun Bones from Reserve Deck; reshuffle. You may play I Thought They Smelled Bad On The Outside as follows: 'USED: Lose 1 Force to take a creature (except Nudj), creature vehicle, or Beast-Rider into hand from Reserve Deck; reshuffle.' (Immune to Alter.)
81E Down With The Emperor! (V) Effect Deploy on table. All immunity to attrition is -3. You may not fire [Permanent Weapon] weapons. If opponent just lost a Dark Jedi or a battle, they lose 1 Force. During your draw phase, use 3 Force or place this Effect in Used Pile. (Immune to Alter.)
83E Eject! Eject! (V) Effect Deploy on opponent's just deployed [Reflections 3][Maintenance] card; opponent loses 1 Force, you may retrieve 1 Force, and you may play a Defensive Shield from under your Starting Effect. Target is power -3 and opponent must use 1 Force to apply target's ability towards drawing battle destiny. During opponent's draw phase, opponent must lose 1 Force or place target in Lost Pile. If just lost, place this Effect in Used Pile. (Immune to Control.) OR If you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 2.
83E Ellorrs Madak (V) Effect Deploy on table. Your ••• aliens are deploy -1. Your Rep is immune to attrition and may not be captured. While you have alien characters of five different species on table, your Force drains and battle destiny draws are +1, and opponent's battle destiny draws are -1. (Immune to Alter.)
84 Eyes In The Dark (V) Effect Deploy on a holosite. [Virtual Block] Wipe Them Out, All Of Them ignores this site. 'Effect' on Alter may be treated as 'Mantellian Savrip.' The game text of your Effects here may not be suspended. Except during battles here, may play your Interrupts here as if from hand.
85 Imperial Atrocity (V) Effect If you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 2. Whenever you lose Force during opponent's control phase (except from a Force drain at a battleground or your card) that loss is cumulatively -1 (to a minimum of 1). Non-[Virtual Block 4] Imperial Atrocity is canceled.
86 Insurrection (V) Effect Deploy on table. 'Battleground system' on your [Virtual Block 4] objective is treated as 'unique (•) battleground site.' When targeted by weapons, your characters of ability = 3 may use the defense value of your other character present. Once per turn, may deploy No Disintegrations! from Reserve Deck; reshuffle. (Immune to Alter.)
87E Quick Draw (V) Effect Unless Inner Strength on table, deploy on table. Your lightsabers may target vehicles using 1 Force (each destiny draw is -2). Once per turn, may lose 1 Force to deploy a character weapon (except a grenade) from Lost Pile. Once per turn, may deploy [Virtual Block 1] Sai'torr Kal Fas from Reserve Deck; reshuffle. (Immune to Alter.)
88 Scrambled Transmission (V) Effect Deploy on table. Unless you have 13 or more cards in hand, opponent may not peek at or remove those cards (except with Monnok). Once per turn, may take Logistical Delay into hand from Reserve Deck; reshuffle, peek at a card placed face down by You're A Slave?, or lose 2 Force to cancel a Political Effect. (Immune to Alter.)
89E Tauntaun Bones (V) Effect Deploy on table. Once per turn, may deploy a creature (except a parasite) or a tauntaun from Reserve Deck; reshuffle. Your ferocious creatures are deploy -2 and ferocity +1. Whenever you retrieve Force because a creature has eaten a card, you need only use X-2 Force for Secret Plans (to a minimum of 1). (Immune to Alter.)
90E Tusken Breath Mask (V) Effect Deploy on an exterior Tatooine battleground site. X = the face up destiny number of your Objective. Once per turn, if all your ability on table is provided by aliens, may add X to your total ability during battle at a site. This Effect canceled if opponent controls this site.
91E Uncharted Settlements Effect Deploy on [Virtual Block 4] Hidden Base. Organized Attack, S-foils, Revolution, Your Destiny (unless you chose Rebel/Rebel Starship), and [Virtual Block 4] Ellorrs Madak are canceled. You may not deploy operatives or [Maintenance] cards. Force generation at Endor system may not be canceled. Unless Leave Them To Me on table, opponent's combat vehicles, Dark Jedi, [Maintenance] cards, and [Permanent Weapon] cards are deploy +2 to Rebel Cell sites. Opponent generates no Force at Hidden Landing Site. (Immune to Alter.)
92 Wokling (V) Effect Deploy on table. Your total Force generation is +1. Once per game, may use 3 Force to take an Effect that has no deploy cost and deploys on another card into hand from Reserve Deck; reshuffle. May place this Effect out of play to retrieve 1 Force. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
93E Careful Planning (V) Interrupt If your starting location was a system, deploy from Reserve Deck a related site (must be a battleground if the system is a non-battleground or Endor) with < 3 [Light Side Force] icons and up to three Effects that are always [Immune to Alter]. Place this Interrupt in Lost Pile.
94E Hear Me Baby, Hold Together (V) Interrupt Take a 'grabber' into hand from Reserve Deck; reshuffle. (Immune to Sense.) OR Play a Defensive Shield from under your Starting Effect. OR Cancel Counter Assault, [Virtual Block 2] Defensive Fire, Hidden Weapons, I'd Just As Soon Kiss A Wookiee, or Overload. OR Lose 1 Force to cancel Cease Fire (except during a battle at a [Reflections 3] site).
95 Shoo! Shoo! (V) Interrupt Relocate an opponent's ferocious creature to a related location (habitat permitting). OR During any move phase, initiate an attack against a creature. OR Cancel an attempt by Reegesk to steal a card; Reegesk is lost. (Immune to Sense.)
96 Skull (V) Interrupt During opponent's control phase, your pack attacks. Weapons may only target the lead creature. Pack may then move to an adjacent site. OR If a card was just 'eaten,' card's owner loses 2 Force. OR Use 3 Force to retrieve a creature.

Location

# Slip Image Card Type Game text
97 Corellia (V) Location Light Side: Once per turn, if you occupy with a Corellian, may activate 1 Force.
Dark Side: Each of your starships are hyperspeed +1 when moving from here.
98 Dantooine: Base - Docking Bay Location Light Side: Your docking bay transit from here is free.
Dark Side: Your docking bay transit from here requires 2 Force.
99E Dantooine: Base - Operations Center Location Light Side: Your T-47s may move as a 'react' to Dantooine sites. Immune to Revolution.
Dark Side: While More Dangerous Than You Realize on table, you must control three Dantooine locations to flip it back, and Dantooine system gains one [Dark Side Force].
100E Outpost Location Light Side: May not deploy to Bespin, Coruscant, Dantooine, Kessel or Tatooine. Once per game, may deploy a device (except a comlink) or Effect that deploys on a character here.
Dark Side: Unless opponent's matching operative at same or related site, those sites are immune to [Premium] No Escape.
101E Rebel Cell - Hidden Landing Site Location Light Side: Your starfighters may deploy here (for -1 Force), and take off and land here for free. Incom Corporation may deploy here (once per game, may use 2 Force to deploy it here from Reserve Deck; reshuffle).
Dark Side: May not deploy to Bespin, Coruscant, Dagobah, Dantooine, Endor, Hoth, or Subjugated Planet. Rebel Cell sites are immune to Revolution and [Premium] No Escape. Limit one copy on table.
102 Rebel Cell - Monitoring Station Location Light Side: Deploys only to same planet system as Rebel Cell - Hidden Landing Site. While you occupy, your Force drains may not be modified by opponent's objective.
Dark Side: Unless you control, each of your weapons at Rebel Cell sites may fire only once per battle.
103 Rebel Cell - Perimeter Location Light Side: Your [Hoth] artillery weapons at Rebel Cell sites are powered, forfeit +2, fire for free, and are placed in Used Pile when forfeited.
Dark Side: Deploys only to same planet system as Rebel Cell - Hidden Landing Site.
104 Rebel Cell - Situation Room Location Light Side: Deploys only to same planet system as Rebel Cell - Hidden Landing Site. For each of your characters here, your power is +1 at related system.
Dark Side: Deploys only to same planet system as Rebel Cell - Hidden Landing Site.
105 Yavin 4: Jedi Academy Location Light Side: If a Dark Jedi on table, Force drain -1 here. Once per game, may deploy Jedi Luke here from Reserve Deck; reshuffle.
Dark Side: While opponent's non-[Episode I] Jedi here, destiny draws for Sense and Alter may not be modified.

Starship

# Slip Image Card Type Game text
108 Booster In Pulsar Skate Starship May add 1 pilot and 6 passengers. Permanent pilot is •Booster, who provides ability of 3. Once per game, may deploy Mirax here from Reserve Deck; reshuffle. Immune to Lateral Damage and attrition < 5.
109E Infinity Starship May add 2 pilots. While BoShek piloting: maneuver and hyperspeed +2; immune to attrition < 4; and if at a battleground system, may add 1 to Force drains here.
110E Red 8 (V) Starship May deploy as a 'react'. Permanent pilot provides ability of 2. When deployed (except as a 'react'), may play a Defensive Shield from under your Starting Effect (as if from hand).
111 YT-1300 Transport (V) Starship May add 1 pilot and 4 passengers. Permanent pilot provides ability of 1. While all your ability is provided by aliens, Jedi, and [Independent Starship] starship pilots, this starship is forfeit +1, maneuver +1, and immune to attrition < 4.

Objective

# Slip Image Card Type Game text
106E Hidden Base (V)/Systems Will Slip Through Your Fingers (V) Objective Deploy a battleground system (with Hidden Landing Site there) and Uncharted Settlements. Choose: Rebel/Rebel starship, Alien/[Independent Starship] starship, Republic/[Republic] starship. For remainder of game, you may not deploy cards with ability except vehicles, Jedi Masters, and the pair you chose. Once per turn, may deploy a battleground system from Reserve Deck; reshuffle. While this side up, once per turn, may deploy from Reserve Deck a Rebel Cell site and/or a character of ability 2 or 3 to a Rebel Cell site; reshuffle. Flip this card if you occupy three Rebel Cell sites (and opponent controls no Rebel Cell sites).
106E Hidden Base (V)/Systems Will Slip Through Your Fingers (V) Objective While this side up, your Force drains are +1 at each battleground system. Once per turn, may lose 1 Force to cancel a Force drain at an opponent's location. At Rebel Cell sites, sectors, and each battleground system: your characters of ability < 4, [Hoth] artillery weapons, and starships are immune to attrition < 4 (or add 2 to immunity). Koensayr Manufacturing and Incom Corporation instead affect all your non-unique starships (except squadrons and corvettes) and T-47s. Flip this card if opponent controls two Rebel Cell sites.
107E Watch Your Step (V)/This Place Can Be A Little Rough (V) Objective Deploy Corellia system (with an unpiloted freighter and a Corellian pilot there) and <>Spaceport City to Corellia. For remainder of game, Corellia sites are immune to No Escape. For either player to deploy a card with ability (except a Corellian) to Corellia, that player must first place a card from hand on bottom of their Used Pile. While this side up, you may not Force drain at Corellia system. Once per turn, may use 1 Force to deploy a <> site from Reserve Deck; reshuffle. Flip this card if you occupy Corellia system and control two Corellia battleground sites with Corellians.
107E Watch Your Step (V)/This Place Can Be A Little Rough (V) Objective While this side up, non-blaster character weapon destiny draws are -2 at Corellia sites. Your Force generation at Corellia spaceport sites is +1. Your combat vehicles may deploy or move only to same Corellia site as opponent's vehicle. 'Audience Chamber' on Palejo Reshad is treated as 'Corellia'. During your deploy phase, may deploy one BoShek or a Corellian of ability < 3 from Reserve Deck; reshuffle. At the end of each turn, you may use 1 Force to draw the bottom card of your Reserve Deck. Flip this card if you do not occupy two battlegrounds.

Admiral's Order

# Slip Image Card Type Game text
64 No Questions Asked (V) Admiral's Order Players generate +1 Force at systems they occupy. Starships (except Outrider) piloted by Corellians are power +1 (+2 if pilot also a smuggler or gambler, +3 if both), may not have their power modified by opponent, and are immune to attrition < 4. While you occupy Corellia system, your Force drains are +1 at related battleground sites.

Dark Side

Character

# Slip Image Card Type Game text
01 Arica (V) Character Power +1 on Tatooine. Once per game, during your move phase, may relocate Arica to Luke's location. During your control phase, if present at a battleground (and Luke is not), may retrieve 1 Force. Immune to Undercover and attrition < 4.
03 Colonel Wullf Yularen (V) Character Imperial Council Member. Agendas: logistics. ISB Agents are forfeit +1. While at Conference Room with Sim Aloo, may use 1 Force to subtract 1 from an opponent's just drawn non-Epic Event destiny.
04 Galen Marek, Starkiller Character Galen's forfeit may not be reduced. Power and defense value +2 while with Mariss Brood. If defending a battle alone (or defending with Juno Eclipse), may be targeted by Force Lightning. Immune to Clash Of Sabers and attrition < 4.
04 Galen Marek, Starkiller (AI) Character Galen's forfeit may not be reduced. Power and defense value +2 while with Fallen Jedi. If defending a battle alone (or defending with Black Leader), may be targeted by Force Lightning. Immune to Clash Of Sabers and attrition < 4.
05E Grand Admiral Thrawn (V) Character Adds 3 to power of anything he pilots. Your [Independent Starship] starships are lost. During your turn, if at a system, may deploy a Dreadnaught here from Reserve Deck; reshuffle (or retrieve a Dreadnaught). Once per turn, if opponent's alien at same or related location, may peek at opponent's hand.
06 Guri (V) Character Adds 2 to power of anything she pilots. At Coruscant sites where you have a Black Sun agent, your Force drains are +1. While with Xizor in battle, she may be forfeited to satisfy all remaining battle damage against you. Immune to Restraining Bolt, purchase, and attrition < 5.
07 Imperial Stormtrooper Character Clone. Blaster Rifle deploys (and fires) for free on this trooper. When this trooper fires Blaster Rifle, may draw two weapon destiny and choose one (may take other into hand). Immune to Rebel Barrier.
08 Janus Greejatus (V) Character Agendas: logistics, rule. Once per turn, if at Conference Room and you just drew a non-Epic Event destiny < your total Influence here, may use 2 Force to cancel and redraw that destiny or use 4 Force to add 2 to that destiny.
02 Juno Eclipse, Black Leader Character Adds 3 to power of anything she pilots. Deploys -1 to starships. Naboo Blaster is a matching weapon for her. While with Galen at a site, adds one battle destiny. During your control phase, may use 2 Force to retrieve a card with 'back' in title. Immune to attrition < 3.
02AI Juno Eclipse, Black Leader (AI) Character Adds 3 to power of anything she pilots. Deploys -1 to starships. Naboo Blaster is a matching weapon for her. While with Galen at a site, adds one battle destiny. During your control phase, may use 2 Force to retrieve a card with 'back' in title. Immune to attrition < 3.
9E Mara Jade With Lightsaber Character While Luke or Emperor on table, power +1 and she moves for free. Permanent weapon is •Mara Jade's Lightsaber (may target a character or creature for free; draw two destiny; target hit, and its forfeit = 0, if total destiny > defense value).
10E Myn Kyneugh (V) Character Heroic. When deployed, may play a Defensive Shield from under your Starting Effect (as if from hand). Force Pike is a matching weapon for Myn, and, when using it, it fires for free and his total weapon destiny is +1. Immune to attrition < 4.
11 Officer Evax (V) Character Imperial Council Member. Agenda: logistics. Once per turn, if at Conference Room, may target an opponent's starship on table with power < total influence here. Opponent must use +2 Force to move target (or initiate battle there) this turn.
12 Prince Xizor (V) Character Adds 2 to power of anything he pilots. Other Black Sun agents are forfeit +1. Your unique (•) gamblers, gangsters, smugglers, and thieves are Black Sun agents. Once per turn, may take Unexpected Interruption into hand from Reserve Deck; reshuffle. Immune to attrition < 4.
13E R2-A5 (Artoo-Ayfive) (V) Character Heroic. When deployed, may play a Defensive Shield from under your Starting Effect (as if from hand). If at a converted site, may use 1 Force to raise your site to the top.
14 Scout Mercenary Character Adds 2 to power of anything she pilots, (3 if piloting a speeder bike). During battle, unless Gall on table, may use 1 Force to fire a DH-17 blaster twice (for free), separately or combined. While piloting a vehicle, she may use its defense value and may not go missing (except from your card).
15 Shada Character May deploy Shada and [Virtual Block 4] No Bargain instead of Xizor with your [Reflections 2] Objective. While that Effect on table, Force loss from your [Reflections 2] Objective is +1 and, once per turn, may lose 1 Force to add a battle destiny anywhere. Immune to attrition < 4.

Creature

# Slip Image Card Type Game text
16 Thrawn's Ysalamir Creature Habitat: sites. Parasite: Imperials. While attached and present, at same site: all Force generation is canceled, Dark Jedi and Jedi are defense value -1 and their weapon destinies are -1, and no attacks.

Device

# Slip Image Card Type Game text
17 Laser Gate (V) Device Deploy between two non-exterior Death Star sites. Unless aboard a Lift Tube, for opponent's character to pass opponent must first lose 1 Force. At adjacent sites: weapon destiny draws are -1, your Force generation may not be limited, and opponent's characters are deploy +2.

Effect

# Slip Image Card Type Game text
18 A Day Long Remembered (V) Effect Deploy on table. All immunity to attrition is -3. You may not fire [Permanent Weapon] weapons. If opponent just lost a Jedi or a battle, they lose 1 Force. During your draw phase, lose 1 Force or place this Effect in Used Pile. (Immune to Alter.)
19 Blown Clear (V) Effect Deploy on table. May place an Imperial Council Member here from hand. Once per turn, if an admiral or logistics agenda here, may subtract X from a starship's forfeit and immunity to attrition for remainder of turn, where X = total influence at Conference Room.
20 Crush The Rebellion (V) Effect Deploy on table. May place an Imperial Council Member here from hand. Once per turn, if a general or logistics agenda here, may subtract X from the forfeit and immunity to attrition of a character at a site for remainder of turn, where X = total influence at Conference Room.
21 Dark Reconnaissance Effect Deploy on opponent's location. Your Force drains here cannot be modified or canceled by opponent. Wherever you have two Mistryl, your Force drains are +1. 'Stolen' on Swilla Corey is treated as 'placed in owner's Used Pile' and it may target a weapon instead of a device.
22E Dreaded Imperial Starfleet (V) Effect Deploy on table. While you have more systems on table than opponent, your capital starships may deploy at -2 (to a maximum of -3) to battlegrounds. When you deploy an Imperial-Class Star Destroyer, may deploy (for free) a [Death Star II] or [A New Hope] squadron there (no replacement necessary) from Reserve Deck; reshuffle. (Immune to Alter.)
23E Frozen Dinner (V) Effect Deploy on table. Let's Pass On That is destiny +2. Once per game, may deploy one Krayt Dragon Bones from Reserve Deck; reshuffle. You may play Yaggle Gakkle as follows: 'USED: During battle, place a ferocious creature there (even if excluded) in Lost Pile to reduce your battle damage by 5.' (Immune to Alter.)
24 Gift Of The Master Effect Unless Deep Hatred on table, deploy on table. Once per turn, may deploy Blaster Rack or The Force Unleashed from Reserve Deck; reshuffle. Once per turn, may lose 1 Force to deploy a character weapon (except Thermal Detonator) from Lost Pile. 'Vader' on The Empire's Back may be treated as 'Galen.' (Immune to Alter.)
25E He Is Not Ready (V) Effect Deploy on opponent's just deployed [Reflections 3][Maintenance] card; opponent loses 1 Force, you may retrieve 1 Force, and you may play a Defensive Shield from under your Starting Effect. Target is power -3 and cannot apply target's ability towards drawing battle destiny. During opponent's draw phase, opponent must lose 1 Force or place target in Lost Pile. If just lost, place this effect in Used Pile. Immune to Honor of The Jedi. (Immune to Control.) OR If you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 2.
26 Imperial Propaganda (V) Effect If you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 2. Whenever you lose Force during opponent's control phase (except from a Force drain at a battleground or your card) that loss is cumulatively -1 (to a minimum of 1). Non-[Virtual Block 4] Imperial Propaganda is canceled.
27E Information Exchange (V) Effect Deploy on Imperial City. While your [Reflections 2] Objective on table, Scum And Villainy may deploy here and, if a Black Sun agent present, may not be canceled. Once per turn, may use 1 Force to deploy a non-weapon card with 'Black Sun' or 'Xizor' in lore (except Emperor) from Reserve Deck; reshuffle.
28E Insignificant Rebellion (V) Effect If Ralltiir Operations on table, deploy on table. Ounee Ta is canceled. Your troopers are power = 2. Your Force generation at Ralltiir system is +1. Whenever you draw battle destiny, may exchange a card in hand with a card of the same card type in Lost Pile. (Immune to Alter.)
29E Knowledge And Defense (V) Effect Deploy on table with up to 15 cards from outside your deck face-down under here. Four times per game, may play a card from here (as if from hand). Unless canceling your Interrupt, opponent may not play Recoil In Fear until the end of your first turn.
30E Krayt Dragon Bones (V) Effect Deploy on table. Womp Rats are not [Selective Creature]. Once per turn, may deploy a creature (except a parasite) or a dewback from Reserve Deck; reshuffle. Your ferocious creatures are deploy -2 and ferocity +1. Whenever you retrieve Force because a creatue has eaten a card, you need only use X-2 Force for Aim High (to a minimum of 1). (Immune to Alter.)
31E Kuat Drive Yards (V) Effect Deploy on table. Unique (•) Imperial-Class Star Destroyers draw one battle destiny if not able to otherwise and are immune to attrition < 4. During your deploy phase, may use 2 Force to deploy a battleground system from Reserve Deck; reshuffle. We're In Attack Position Now is canceled. (Immune to Alter.)
32E No Bargain (V) Effect Deploy on your [Reflections 2] Objective; 'Xizor' on it (and on Guri) is treated as 'Shada'. Non-[Permanent Weapon] alien females are Mistryl and Black Sun agents. You may not deploy cards with ability except Mistryl and [Independent Starship] starships. Mistryl (except Kitik) are power +1 (+2 if unique (•)), and, while Scum And Villainy on table, deploy +1. (Immune to Alter.)
33 Quietly Observing (V) Effect Deploy on table. Aurra, Bossk, and Cad are destiny +2. Once per game, may reveal up to two unique (•) aliens from hand and/or Reserve Deck (reshuffle); for remainder of game, those cards are assassins and Black Sun agents. (Immune to Alter.)
34E There Is No Try & •Oppressive Enforcement (V) Effect Deploy on Conference Room. Revolution is canceled. You may not deploy aliens (except bounty hunters and Mara Jade) or [Episode I] cards. Emperor and your admirals, generals, and moffs are Imperial Council Members and influence +1. While present here, each Imperial Council Member adds one [Dark Side Force]. Once per turn, may use 1 Force to deploy one Laser Gate or a Political Effect from Reserve Deck; reshuffle. Your cards may deploy to table from Political Effects. May place your canceled Political Effect in Used Pile. (Immune to Alter.)
35 TIE Fighter Construction Facility Effect Deploy on table. TIE/ads and restricted (•••) TIEs are deploy = 2, forfeit = 4, and immune to attrition < 4. Ignore 'unique (•)' in Watch Your Back's game text. Attrition against opponent is +3 where your capital starship present with a non-squadron TIE. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
39E Cold Feet (V) Interrupt Take a 'grabber' into hand from Reserve Deck; reshuffle. (Immune to Sense.) OR Play a Defensive Shield from under your Starting Effect. OR Cancel Don't Forget The Droids, It Can Wait, or Surprise Assault. OR Suspend Bacta Tank ('patient' remains on Effect), Bo Shuda, Goo Nee Tay, or Mantellian Savrip for remainder of turn.
40E Combat Readiness (V) Interrupt If your starting location was a system, deploy from Reserve Deck a related site (must be a battleground if the system is a non-battleground or Endor) with < 3 [Dark Side Force] and up to three Effects that are always [Immune to Alter]. Place this Interrupt in Lost Pile.
41 Frustration (V) Interrupt USED: If you just peeked at cards in your Life Force, peek at and reorder the top 3 cards of that deck or pile (may take one into hand). LOST: If Xizor and Guri are in a battle together, your total battle destiny is +5 and may retrieve 1 Force.
42E Imperial Code Cylinder (V) Interrupt USED: Take Executor: Control Station, Homing Beacon, or Kessel into hand from Reserve Deck; reshuffle. STARTING: If Conference Room on table, deploy from Reserve Deck Ord Mantell, Death Star: War Room, There Is No Try, and two always [Immune to Alter] Effects. Place this Interrupt in Lost Pile.
43 It's Worse (V) Interrupt Use 1 Force to deploy a pit from Reserve Deck; reshuffle. OR At end of your deploy phase, target a non-frozen captive at a site; captive is released and relocated to a related pit you do not occupy. OR During an attack, cancel a just drawn weapon destiny.
44 Let's Pass On That Interrupt During opponent's control phase, your ferocious creature attacks. At end of turn, if that creature is at an unoccupied site and did not move, opponent loses 1 Force and you retrieve 1 Force. OR Use 3 Force to retrieve a creature.
45 Stunning Leader (V) Interrupt Use 1 Force to deploy (or retrieve) a Mistryl from Reserve Deck; reshuffle. OR If your Mistryl present during battle, use 1 Force to reveal the top three cards of opponent's Reserve Deck. Add the destiny number of the highest-destiny male revealed (if any) to your total power. Replace revealed cards.
46 Those Rebels Won't Escape Us (V) Interrupt Use 1 Force to take Stinger or Virago into hand from Reserve Deck; reshuffle. OR Cancel Darklighter Spin. OR If opponent just initiated a battle at same system or sector as Stinger or Virago, opponent may not target those starfighters with weapons for remainder of turn.
47 Unexpected Interruption (V) Interrupt If a battle was just initiated, target an opponent's female non-droid character present with Xizor. Draw destiny. Target excluded from battle and adds her power to Xizor's for remainder of turn if destiny +2 > target's ability.

Location

# Slip Image Card Type Game text
48 Carida: ISB Training Academy Location Dark Side: Once per game, if opponent just played an Interrupt with 'Rebel' in title, may stack it here.
Light Side: Imperial Council Members are forfeit +2 here. Immune to Revolution.
49 Coruscant: ISB Central Office Location Dark Side: If your spy here, you may play non-[Virtual Block 3] Interrupts with 'advisor' in title for 1 Force.
Light Side: Unless Blount present, Empire's Sinister Agents may not flip. Immune to Revolution.
50 Death Star: Conference Room (V) Location Dark Side: While you occupy two non-Death Star battlegrounds and your total influence here is > 5, you lose no Force to Visage of the Emperor.
Light Side: While opponent has total influence > 5 here, your Sense and Alter destiny draws are +2. [Virtual Block 4] Laser Gate is Immune to Sabotage.
51E Execution Arena (Pit) Location Dark Side: May not deploy to Bespin, Dagobah, Endor or Hoth. May deploy Dark Waters here from Reserve Deck; reshuffle. [Virtual Block 4] Krayt Dragon Bones and your Force drains here are canceled.
Light Side: If a ferocious creature here, characters and creatures cannot move from here, and, once during opponent's control phase, if opponent controls an adjacent site, lose 1 Force.
52 ISB Sector Office Location Dark Side: Your total weapon and battle destiny here is + X, where X = highest printed influence at Conference Room. At related sites, may apply the ability of one Imperial Council Member here toward drawing battle destiny.
Light Side: May not deploy to Bespin, Dagobah, Endor, Hoth, Kashyyyk, Ralltiir or Yavin 4.
53 Kessel: Spice Mines - Docking Bay Location Dark Side: Your docking bay transit from here requires 1 Force (free if your smuggler present).
Light Side: Your docking bay transit from here requires 3 Force (free if your smuggler present).
54 Kessel: Spice Mines - Extraction Facility Location Dark Side: During your control phase, may use 1 Force to place a 'spice' card in owner's Used Pile.
Light Side: If you occupy, may use 3 Force to place a 'spice' card out of play.
55 Kessel: Spice Mines - Prison Location Dark Side: Whenever a droid is imprisoned here, may retrieve 3 Force (once per captive).
Light Side: If you control, may release any captives imprisoned here (may retrieve 1 Force for each).
56E Ralltiir: Supply Route Location Dark Side: Your combat vehicles and Imperial troopers deploy -1 here.
Light Side: May add 1 to the forfeit of your warriors here.

Starship

# Slip Image Card Type Game text
59 Katana Starship May add 3 pilots, 6 passengers and 4 TIEs. Your other Dreadnaughts here are power +1, forfeit +2, Heroic, and Immune to attrition < 4. Permanent pilot provides ability of 3. Immune to attrition < 4.
60E Onyx 2 (V) Starship May deploy as a 'react'. Permanent pilot provides ability of 2. When deployed (except as a 'react'), may play a Defensive Shield from under your Starting Effect (as if from hand).
61 Raider Craft Starship May add 2 alien pilots, 4 passengers, and 1 vehicle. Any Mistryl or smuggler is a matching pilot (while aboard, adds at least 1 to maneuver and draws one battle destiny if not able to otherwise).
58 Rogue Shadow Starship May add 2 pilots and 2 passengers. If Black Leader piloting, adds one battle destiny. If it just took off, may use its hyperspeed and land. Immune to attrition < 7 if Galen on table, even while landed.
62 Stinger (V) Starship May add 1 pilot. Guri deploys -3 aboard. While Guri piloting, during any control phase may draw top card of Reserve Deck (if Leia or Chewie on table, Force Pile instead) and immune to attrition < 5.

Weapon

# Slip Image Card Type Game text
63 Galen's Lightsaber Weapon Deploy on Galen. While Galen defending a battle, his and Juno Eclipse's immunity to atttition is +2. May target a character or creature for free. Draw two destiny. If total destiny > defense value, target hit, power -3, and may not be used to satisfy attrition.

Objective

# Slip Image Card Type Game text
57
Hunt Down And Destroy The Jedi (V)/Their Fire Has Gone Out Of The Universe (V) Objective Deploy Coruscant system, Imperial City, and A Sith's Plans. May deploy If The Trace Was Correct. For remainder of game, you may not deploy [Episode I] Dark Jedi. Whenever a character hit by Galen's Lightsaber or Vader's Lightsaber leaves table, opponent loses 2 Force. While this side up, may take Rogue Shadow into hand from Reserve Deck; reshuffle. Galen's immunity to attrition is +2 for each Jedi present. Flip this card if Galen or Vader at a battleground site and opponent does not have a unique (•) character of ability > 3 present at a battleground site.
57
Hunt Down And Destroy The Jedi (V)/Their Fire Has Gone Out Of The Universe (V) Objective While this side up, opponent's Force drain bonuses are canceled and your Force drains at battlegrounds may not be canceled. During your control phase, may retrieve 1 Force. During your control phase, may use 2 Force to take any one card without ability into hand from Reserve Deck; reshuffle. If targeting a vehicle or starship with Lightsaber Parry, Tarkin's Orders, or There Is No Conflict, that destiny draw is +2. Flip this card if opponent has a unique (•) character of ability > 3 present at a battleground site.

Epic Event

# Slip Image Card Type Game text
36 Deep Hatred (V) Epic Event Unless your [Reflections 3] Objective on table, deploy on table. Vader's Obsession may be played to initiate an epic duel as follows: If Mara is present with Luke, each player draws two destiny (if armed with a lightsaber, each destiny is +1). Add character's ability. If Karrde on table, your total is -1. Higher total wins. If Luke loses, place him out of play and you may retrieve 5 Force. If Mara loses, cross her to the Light Side (she is now Mara Skywalker). Unless duel canceled or tied, for remainder of game any Mara is ability = 6, adds one battle destiny, and once per battle involving her, may cancel one just drawn destiny.
37 If The Trace Was Correct (V) Epic Event Deploy on table. Instead of firing Galen's Lightsaber, may 'throw' it to Used Pile: draw destiny; choose up to half that number (round up) of opponent's ability < 3 characters present to be hit. Rogue Shadow may deploy to sites, moves for free (unless relocating), is immune to attrition < 4, and you may use 3 Force to relocate it to a battleground site (as a regular move during your move phase). If it just moved to a site opponent occupies, may take top card of Used Pile into hand (or if it just landed, any one card in Used Pile; reshuffle).
38E The Force Unleashed Epic Event Deploy on table. During battle, you may play Lightsaber Parry, Tarkin's Orders, and There Is No Conflict as follows: 'If Vader or Galen present: USED: Target a vehicle or starship present. Draw destiny. If destiny > 2, target 'thrown' (hit and adds its printed defense value to your total power). LOST: Target opponent's character present and choose (then draw destiny): If destiny > ability, target 'choked' (lost). OR If destiny +1 > ability, target 'drained of life' (hit and opponent loses 2 Force).'


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 VirtualBlock4.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive