Virtual Block 5

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Virtual Block 5
Set symbol
CodeVB5 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
ReorganizedSeptember 2009[1]
Official text7 December 2009[2]
Cards96 (61 Light, 35 Dark)
ThemeThe Old Republic
PreviousVirtual Block 4
NextVirtual Block 6

Virtual Block 5 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 These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).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 5: The Old Republic. 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
34 Artoo, Brave Little Droid (V) Character May fly (landspeed = 2). Once per game, may target up to two opponent's droids present; owner must place targets in Used Pile or lose 4 Force. While aboard an [Episode I] starship, it is power +3 and immune to attrition < 4 (or adds 2 to immunity).
34 Artoo, Brave Little Droid (V) (AI) Character May fly (landspeed = 2). Once per game, may target up to two opponent's droids present; owner must place targets in Used Pile or lose 4 Force. While aboard an [Episode I] starship, it is power +3 and immune to attrition < 4 (or adds 2 to immunity).
35 Bail Organa Character Agenda: rebellion. Adds one battle destiny with Leia. Your [Coruscant] senators and [Coruscant] Political Effects are lost. While at Senate: unique (•) Rebels of ability < 4 are power +2, and, if opponent just lost Force to a Force drain by a Rebel, may retrieve 1 Force.
36E Chewbacca Of Kashyyyk (V) Character Adds 2 to power of anything he pilots. Deploys -2 to Kashyyyk. Wookiees are destiny +1 when drawn for weapon or battle destiny. While stacked on Grrrghrrrgh!, Wookiees are power and forfeit +1. While hit, Chewie's power is doubled.
37 Clone Pilot Character Adds 2 to power of anything he pilots. While piloting a [Republic] starship at a battleground, forfeit +1 and your Force drains are +1 here. Anything he pilots is maneuver +1 and immune to attrition < 3 (< 5 if all your pilot characters here are clones and/or Jedi).
38E Clone Trooper Character While with Palpatine, Heroic. Power and forfeit +1 on Coruscant. While [Virtual Block 5] They Will Be Lost And Confused on table, Palpatine is immune to attrition < 6 and your Force drains at same site are +1.
39 Jedi Advisor Character Never deploys, except to Coruscant. While Yoda here, Force retrieval from your [Virtual Block 5] objective cannot be canceled (except by Secret Plans). Unless Inner Strength on table, your duel destiny and lightsaber combat totals are cumulatively +1.
40 Jedi Guardian Character Never deploys if Inner Strength on table. Deploys +3 unless We'll Handle This (or Duel Of The Fates) on table. Whenever this Jedi uses a lightsaber to hit a character, opponent loses 1 Force. Immune to attrition < 4.
41 Jedi Survivor Character When deployed, you may not initiate battle here this turn. While at opponent's site, adds one [Light Side Force] and one [Dark Side Force]. May 'swing' lightsabers for free. May never be won in sabacc. Immune to attrition < 5. End of turn: Use 1 to maintain OR Lose 1 Force to place in Used Pile OR Place out of play.
42 Ki-Adi-Mundi (V) Character While Maul present, Ki-Adi-Mundi is Heroic. Obi-wan's Cape, Obi-wan's Journal, and [Virtual Block 5] Jedi Lightsaber may deploy on Ki-Adi-Mundi. Once per game, may exchange two cards from hand with any one card in Lost Pile.
43 Lieutenant Williams (V) Character Adds 2 to power of anything he pilots. While piloting Radiant VII, draws one battle destiny if unable to otherwise. During battle at a system, if about to draw a battle destiny here, may instead draw two and choose one; if at opponent's system, may take other destiny into hand.
44E Mace Windu (V) Character Mace's game text may not be canceled (except at Senate) and he may fire one weapon twice per battle. Boba Fett may not add battle destiny draws here. Immune to attrition.
44E Mace Windu (V) (AI) Character Mace's game text may not be canceled (except at Senate) and he may fire one weapon twice per battle. Boba Fett may not add battle destiny draws here. Immune to attrition.
45 Master Qui-Gon (V) Character Deploys -1 to [Episode I] locations. If you just lost Force from an opponent's Effect, may take an [Episode I] Interrupt (except Control) into hand from Reserve Deck; reshuffle, or place a card from hand under Credits Will Do Fine. Immune to You Are Beaten and attrition. May not be Disarmed.
45 Master Qui-Gon (V) (AI) Character Deploys -1 to [Episode I] locations. If you just lost Force from an opponent's Effect, may take an [Episode I] Interrupt (except Control) into hand from Reserve Deck; reshuffle, or place a card from hand under Credits Will Do Fine. Immune to Disarmed, You Are Beaten, and attrition.
46E Obi-Wan Kenobi, Jedi Knight (V) Character Deploys -1 to [Episode I] sites. During a battle (or duel) with a Dark Jedi, unless Obi-Wan's Journal on table, may lose 1 Force to cancel a just drawn duel or weapon destiny. Immune to attrition < 5.
47E Padme Naberrie (V) Character Adds 1 to power of anything she pilots. During your control phase, if present at a battleground site, opponent loses 1 Force for each Skywalker occupying a battleground (-1 Force if Vader on table) and you may use 2 Force to take one Leia or non-Jedi Luke into hand from Reserve Deck; reshuffle.
47E Padme Naberrie (V) (AI) Character Adds 1 to power of anything she pilots. During your control phase, if present at a battleground site, opponent loses 1 Force for each Skywalker occupying a battleground (-1 Force if Vader on table) and you may use 2 Force to take one Leia or non-Jedi Luke into hand from Reserve Deck; reshuffle.
48 Plo Koon (V) Character Adds 2 to power of anything he pilots. Once per game, may deploy a weapon here from Reserve Deck; reshuffle. While piloting, may battle regardless of objective restrictions. If a battle was just initiated here, may place your weapon here in Used Pile to make all non-vehicle weapon destiny draws -1.
49 Republic Trooper With Blaster Rifle Character Deploys -1 to same site as your Republic leader. Permanent weapon is blaster rifle (may target a character or creature for free; draw destiny; target hit, and forfeit -2, if destiny +1 > defense value).
50 Senator Jar Jar Binks Character Agendas: justice, order. At same and related sites, vehicle weapon destiny draws are -2. Once per turn, may deploy an electropole, a [Coruscant] Naboo location, or a [Theed Palace] vehicle from Reserve Deck; reshuffle. If at Senate, may place Jar Jar and a [Coruscant] Political Effect out of play.
50 Senator Jar Jar Binks (AI) Character Agendas: justice, order. At same and related sites, vehicle weapon destiny draws are -2. Once per turn, may deploy an electropole, a [Coruscant] Naboo location, or a [Theed Palace] vehicle from Reserve Deck; reshuffle. If at Senate, may place Jar Jar and a [Coruscant] Political Effect out of play.
51E Senator Mon Mothma Character Agendas: order, peace. Emperor may not target characters with politics here. Once per turn, if in a senate majority, may take your just drawn battle destiny into hand. Once per game, may deploy a battleground (except Endor system) from Reserve Deck; reshuffle.
52 Senator Padme Amidala Character Agendas: justice, rebellion. Once per turn, if at Senate with Bail, may lose 1 Force to deploy a unique (•), non-[Maintenance] Rebel of ability < 4 from Lost Pile. If just lost from same site as Vader, place her out of play; opponent loses 4 Force.
53 Supreme Chancellor Palpatine Character Agendas: ambition, order. While on Coruscant, Ambush is a Used Interrupt and, each time you initiate a Force drain with a clone, may draw top card from Reserve Deck. During your turn, may make an additional regular move. Valorum is lost.
54E Wookiee (V) Character May move as a 'react'. While with another Wookiee, draws one battle destiny if not able to otherwise. If about to be lost, may place any cards on him in owner's Used Pile and may draw top card from Reserve Deck.
55E Yarua (V) Character Agenda: taxation. All Nudjs are lost. At end of your deploy phase, if with a Wookiee on Kashyyyk and you have 8 or more cards in hand, opponent loses 1 Force. Your Wookiees on Kashyyyk move for free using their landspeed.
56E Yoda, Great Warrior Character Deploys only to battlegrounds. Power +3 when defending a battle. You may not deploy [Episode I] Jedi. While with a Wookiee, adds one battle destiny. Once per game, may lose 2 Force from Force Pile to cancel a non-[Immune to Sense] Interrupt. Immune to attrition.
57 Yoda, Senior Council Member (V) Character Deploys only to [Episode I] sites. While at Jedi Council Chamber, immune to attrition, Jedi are deploy -2 here, and (unless a Dark Jedi here) other Jedi may treat 'Jedi Council Chamber' in their game text as '[Episode I] battleground sites.'
57 Yoda, Senior Council Member (V) (AI) Character Deploys only to [Episode I] sites. While at Jedi Council Chamber, immune to attrition, Jedi are deploy -2 here, and (unless a Dark Jedi here) other Jedi may treat 'Jedi Council Chamber' in their game text as '[Episode I] battleground sites.'

Effect

# Slip Image Card Type Game text
58 A Jedi's Cunning Effect Deploy on table. While Sidious or an [Episode I] hologram on table, opponent may not cancel immunity to attrition of your Jedi and draws no more than two battle destiny at sites where you have a Jedi. Opponent draws no more than two battle destiny where Luke present. (Immune to Alter.)
59 A Jedi's Plans Effect Deploy on a site. Nightfall is canceled. While you have 8 or fewer cards in hand, non-unique characters (except clones), vehicles, starships, weapons, and devices are immune to Monnok. Once per turn, may use 2 Force to deploy Jedi Archives or a battleground planet location (except sector) not on table from Reserve Deck; reshuffle. (Immune to Alter.)
60 An Unusual Amount Of Fear (V) Effect Deploy on Jedi Council Chamber or Yoda's Hut. Once per turn, may use 1 Force to take a card with 'A Jedi's' in title (except A Jedi's Resilience) into hand from Reserve Deck; reshuffle. [Virtual Block 5] Wipe Them Out, All Of Them and opponent's [Sidious] Effects here are canceled. (Immune to Alter.)
61E Grrrghrrrgh! Effect Deploy on table. If your Wookiee just lost, may stack it here. You may not add more than one destiny to total power in battle. Wookiees are deploy -1 and, while at least one stacked here, they are armor = 4 and immune to attrition < 3. During any battle, may place a card here out of play to add one destiny to total power. (Immune to Alter.)
62 So This Is How Liberty Dies Effect Deploy on Senate. Your [Coruscant] Political Effects are lost. While you have a character here with rebellion agenda, your Force drains at battlegrounds where you have a Rebel are +1 and may not be canceled. May not be canceled or placed in Used Pile.
63E We'll Take The Long Way Effect Deploy on a site. Your Republic characters may deploy here regardless of Objective deployment restrictions. Once per turn, if you just deployed a Republic character to an interior Naboo site, retrieve a non-character card into hand. (Immune to Alter.)
64 Wesa Ready To Do Our-sa Part (V) Effect Deploy on Endor system or Naboo system. Your total power here is +1 for each Ewok or Gungan at related sites. Once per turn, may place your just lost Ewok or Gungan in Used Pile. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
65 Ambush (V) Interrupt Use 1 Force to deploy up to two clones from Reserve Deck; reshuffle. OR If your clones occupy three related battlegrounds during your control phase, use 2 Force (free if on Coruscant) to retrieve any one card into hand. OR If your clone in battle, add one battle destiny.
66 Changing The Odds (V) Interrupt If a player is about to draw destiny for an Epic Event, Interrupt, Objective, or weapon, that player must first activate 1 Force and shuffle their Reserve Deck. OR If both players just drew one battle destiny, cancel and redraw both destiny draws.
67E Krayt Dragon Howl (V) Interrupt USED: Activate 1 Force. STARTING: If Credits Will Do Fine on table, deploy from Reserve Deck Queen's Landing Site (with [Tatooine] Obi-Wan, his matching weapon, and [Virtual Block 1] Obi-wan's Cape there). When you draw your starting hand, draw five cards instead of eight. Place this Interrupt in hand.
68 Wookiee Guide (V) Interrupt Stack a Wookiee from your Lost Pile on Grrrghrrrgh!. OR Deploy a Wookiee stacked on Grrrghrrrgh! to Kashyyyk (as if from hand). OR Once per game, draw X cards from top of Reserve Deck, where X = number of cards stacked on Grrrghrrrgh!.
69 Wookiee Roar (V) Interrupt If a battle was just initiated involving a Wookiee, add one destiny to your total power (two if alone). That Wookiee is defense value +3 for remainder of turn. OR If you have 8 or more cards in hand, cancel a Force drain.

Location

# Slip Image Card Type Game text
70 Blockade Flagship: Prison Location Light Side: If you occupy during your control phase, may release an imprisoned captive here. Immune to revolution.
Dark Side: While Palpatine imprisoned here, opponent's Force drains everywhere are -1.
71 Coruscant: Jedi Archives Location Light Side: Once per game, if Jedi Council Chamber on table, may take Speak To The Jedi Council into hand from Reserve Deck; reshuffle.
Dark Side: May not be separated from Jedi Council Chamber (if on table). Force drain +1 here.
72 Coruscant: Jedi Council Chamber (V) Location Light Side: May not be deployed if your Senate on table. If you just deployed a Jedi Council Member here, may take any one card into hand from Used Pile; reshuffle.
Dark Side: If your non-battleground site on table with no related locations (or if you do not control a battleground site), [Virtual Block 5] Wipe Them Out, All Of Them is suspended.
73 Coruscant: Night Club Location Light Side: Your characters here are defense value -1 and may not be excluded from battle.
Dark Side: Your characters here are defense value -1 and may not be excluded from battle.
74 Coruscant: Senate Landing Platform Location Light Side: Starships may deploy here. Once per turn, may deploy a starship site from Reserve Deck if its starship card on table; reshuffle.
Dark Side: Unless you occupy, [Virtual Block 5] Wipe Them Out, All Of Them ignores starship and holosite sites.
75E Kashyyyk (V) Location Light Side: Once per turn, if this was your starting location, may deploy one Kashyyyk site from Reserve Deck; reshuffle.
Dark Side: Total ability of 6 or more required for you to draw battle destiny here.
76E Kashyyyk: Sacred Forest Location Light Side: At start of your turn, may draw a card from Reserve Deck for each Kashyyyk site where all your ability is provided by Wookiees. Once per turn, may deploy Yarna d'al' Gargan from Reserve Deck; reshuffle.
Dark Side: Unless Mosep on table, Force lost from your Force drains here must come from opponent's hand, if possible. All Nudjs are lost.
77 Kashyyyk: Wookiee Haven (Forest) Location Light Side: Your Force generation is +1 at Kashyyyk sites where you have a Wookiee.
Dark Side: At end of opponent's deploy phase, if opponent controls this site with at least two Wookiees and has 8 or more cards in hand, lose 1 Force.

Starship

# Slip Image Card Type Game text
80 Alderaan Consular Ship Starship May add 3 pilots and 4 passengers. Permanent pilot provides ability of 2. Opponent must use +2 Force to initiate a battle here. Once per game, may deploy a senator aboard from Reserve Deck; reshuffle.
81 Bravo Fighter (V) Starship May add one astromech. During battle, may target a starship with no character piloting. Draw destiny. If destiny > defense value, target hit. Permanent pilot provides ability of 4. Immune to attrition < 3.
82 Jedi Starfighter Starship May add 1 pilot and 1 astromech. * = pilot's ability. Obi-wan and Plo are matching pilots and deploy -2 aboard. While a Jedi aboard, power +2 and immune to Lateral Damage and attrition < 5.
83 Obi-Wan In Radiant VII Starship May add 1 pilot. Permanent pilot is •Obi-Wan, who provides ability of 6. Opponent's starships may not cloak. Your total ability here may not be reduced.
84 Republic Corvette Starship May add 3 Republic pilots and 4 passengers. Quad Laser Cannons may not deploy aboard. Permanent pilot provides ability of 2. While with an Imperial-class Star Destroyer, power +1.

Weapon

# Slip Image Card Type Game text
85 Bowcaster (V) Weapon Deploy on your Wookiee. May target a character or vehicle for free. Draw destiny (may take drawn card into hand). Target hit if destiny + X > defense value, where X = number of Kashyyyk sites you control.
86 Elegant Lightsaber Weapon Deploy on a Jedi. May add 1 to Force drain at opponent's site where present. May target a character or creature for free. Draw two destiny. If total destiny > defense value, target hit and may not be used to satisfy attrition.
87 Jedi Lightsaber (V) Weapon Deploy on Mace or Yoda. [Coruscant] sites may not cancel Force drain bonuses. May add 1 to a Force drain where present. May target a character or creature for free. Draw 2 destiny (3 if on Yoda and defending). Target hit, and its forfeit = 0, if total destiny > defense value.

Objective

# Slip Image Card Type Game text
78 We Have A Plan (V)/They Will Be Lost And Confused (V) Objective Deploy Coruscant system (may not be converted) and Blockade Flagship: Prison with Palpatine imprisoned there. May deploy Security Control. For remainder of game, your Force generation is +1 at Coruscant battlegrounds. Unless you have 13 or more cards in hand, clones are immune to Monnok. While this side up, at Blockade Flagship sites, imprisoned captives may not be transferred. Once per turn, may deploy a battleground site to Coruscant from Reserve Deck; reshuffle. Flip this card if Palpatine on Coruscant.
78 We Have A Plan (V)/They Will Be Lost And Confused (V) Objective Immediately take any one card into hand from Reserve Deck; reshuffle. While this side up, whenever a card of ability > 2 is lost, its owner loses 1 Force. While you control two battlegrounds with clones, opponent must have two cards with ability (or two [Presence] droids) to initiate a Force drain. Once per turn, may deploy a clone from Lost Pile. Clones are immune to attrition < 4. Flip this card (and if possible, relocate Palpatine to a prison and imprison him there) if Palpatine is about to be captured, lost, missing, or removed from table.
79 We'll Handle This (V)/Duel Of The Fates (V) Objective Deploy Jedi Council Chamber. For remainder of game, you may not deploy Affect Mind, Senate, New Republic Characters, Rebel starships, or Rebels of ability > 2. You lose no Force to Vengeance Of The Dark Prince or Your Destiny. Jedi Survivor's [Maintenance] is canceled. Speak With The Jedi Council is a Used Interrupt. While this side up, Yoda is deploy -3 to Jedi Council Chamber. Your Force drains are -1. Flip this card if Yoda and two other Jedi are at Jedi Council Chamber.
79 We'll Handle This (V)/Duel Of The Fates (V) Objective While this side up, Jedi are immune to attrition < 5 and ignore location deployment restrictions listed in their game text. Your lightsaber Force drain bonuses may not be canceled. You may not Force drain at Jedi Council Chamber. Whenever you initiate a battle with a Jedi, may retrieve 2 Force. Jedi Test #2 may deploy on any Jedi (as if completed), but applies only at that site. Flip this card (and place all Jedi Tests in Used Pile) if less than two Jedi at Jedi Council Chamber (unless Yoda there).

Admiral's Order

# Slip Image Card Type Game text
33E Let's Go Left (V) Admiral's Order At each system a player controls with a capital starship, their non-[Presence] characters and vehicles deploy -1 to related sites and sectors. If you occupy a system with a capital starship (or three unique starships) and have no Objective on table, may add 1 to each of your Force drains at related battleground sites (opponent loses no more than 2 Force from those drains).

Dark Side

Character

# Slip Image Card Type Game text
02 Aurra Sing (V) Character Once during opponent's activate phase, may relocate Aurra to a site where opponent has a Jedi. Once per game, during your move phase, may fire her weapon at a Jedi; hit target is lost. Immune to attrition < 4.
02 Aurra Sing (V) (AI) Character Once during opponent's activate phase, may relocate Aurra to a site where opponent has a Jedi. Once per game, during your move phase, may fire her weapon at a Jedi; hit target is lost. Immune to attrition < 4.
03 Chokk (V) Character Deploys -1 to Tatooine. While with your non-droid character, if a battle was just initiated here, may use 1 Force to place Chokk in Used Pile; Interrupts may not be played until the weapons segment ends.
04 Coruscant Guard (V) Character Heroic. Deploys -1 to Senate. While at Senate, Sidious is cumulatively Politics +2, and, during your control phase, may place this character in Used Pile to take [Virtual Block 5] Expand the Empire into hand from Reserve Deck; reshuffle, or take any one card into hand from Force Pile; reshuffle.
05 Daultay Dofine (V) Character Adds 3 to power of anything he pilots. Blockade Flagship is immune to attrition < 9. While piloting Blockade Flagship, if your [Theed Palace] Admiral's Order on table, Blockade Flagship may not be targeted by weapons or have its power reduced. Once per game, may take Gunray or Haako into hand from Reserve Deck; reshuffle.
06 Elite Squadron Stormtrooper (V) Character Clone. Heroic. Deploys -1 if a Dark Jedi at Senate. Power +2 if with Order 66. Jedi here are Heroic. Permanent weapon is blaster rifle (may target a character or vehicle for free; draw destiny; target hit if destiny > defense value).
11 Jango Fett Character Adds 2 to power of anything he pilots. May deploy Jet Pack on him for free from Reserve Deck; reshuffle; he moves using it for -1 Force. Permanent weapon is Dual Blasters (may lose 1 Force to target a Jedi; until end of turn, choose: target may not fire weapons OR target loses immunity to attrition).
07 Keder The Black (V) Character While at Senate: Sidious is politics +3; 'senators on Squabling Delegates is treated as 'Coruscant Guards;' and may lose 1 Force to place Keder and an opponent's [Coruscant] Political Effect (or [Coruscant] senator here) in owner's Lost Pile.
08 Lord Sidious Character Whenever a Jedi is forfeited and you have exactly two Dark Jedi on table, retrieve 2 Force. While at your Senate and you have no Senators here, Sidious is politics +4 and his game text may not be canceled. Immune to [Virtual Block 1] Leia and attrition.
09 Sebulba (V) Character Adds 2 to power of any combat vehicle he pilots. Brisky Morning Munchen is canceled. Once per turn, if any podrace total > 0, may take your just drawn destiny into hand to cancel and redraw that destiny. Draws one battle destiny if unable to otherwise.
09 Sebulba (V) (AI) Character Adds 2 to power of any combat vehicle he pilots. Brisky Morning Munchen is canceled. Once per turn, if any podrace total > 0, may take your just drawn destiny into hand to cancel and redraw that destiny. Draws one battle destiny if unable to otherwise.
10 Sith Probe Droid (V) Character When drawn for destiny during a battle or duel involving a Dark Jedi, destiny +2. During your move phase, may use 2 Force to relocate a Dark Jedi (with any captives they are escorting) to same site; place this droid in Used Pile.
12E Watto (V) Character Once per turn, if at Watto's Junkyard, may randomly reveal a card from Force Pile: if destiny odd, Force drain +1 here this turn (if even, draw a card from Reserve Deck); place revealed card in Used Pile.
12E Watto (V) (AI) Character Once per turn, if at Watto's Junkyard, may randomly reveal a card from Force Pile: if destiny odd, Force drain +1 here this turn (if even, draw a card from Reserve Deck); place revealed card in Used Pile.

Device

# Slip Image Card Type Game text
13 Mandalorian Armor (V) Device Deploy on your alien of ability < 4. Character gains bounty hunter skill and Immunity to attrition < 4. If character just hit, may place this device in Lost Pile (Used Pile if on Jango) to restore it to normal.

Effect

# Slip Image Card Type Game text
14 A Sith's Plans Effect Deploy on a site. Sunsdown is canceled. While you have 8 or fewer cards in hand, non-unique characters (except clones), vehicles, starships, weapons, and devices are immune to Grimtaash. Once per turn, may use 2 Force to deploy a non-war room battleground planet location (except a sector) not on table from Reserve Deck; reshuffle. (Immune to Alter.)
15 An Enemy Of The Republic Effect Deploy on Sidious. While at Senate, if battle was just initiated anywhere, opponent must relocate this card to their participating non-droid character; during battle here, your destiny draws may not be canceled. If character about to be lost, relocate to Sidious; may take any one card into hand from Reserve Deck; reshuffle.
16 At Last We Are Getting Results (V) Effect If Invasion on table, deploy on table. Maul ignores Objective deployment restrictions. Your [Presence] droids are defense value +2. Your starships are deploy -1. Opponent's cards are immunity to attrition -3. (Immune to Alter.)
17E Establish Control (V) Effect Deploy on table. Your Force generation is +1 at docking bays you occupy. Your docking bays controlled by opponent are battlegrounds. Once per game, may deploy Corulag or Fondor from Reserve Deck; reshuffle. If Mobilization Points on table, this Effect lost. (Immune to Alter.)
18 Expand The Empire (V) Effect Deploy on Senate. May raise your converted Senate to the top. Jedi here are politics +4. While your total politics here is > 5, at battlegrounds where you have an Imperial, your Force drains and battle destiny draws are +1. Your aliens (except Mara), senators, Maul, and [Independent Starship] starships are lost. (Immune to Alter.)
19 Nute Gunray's Bounty Effect Deploy on Amidala or opponent's senator. During your move phase, unless a Jedi here, your alien bounty hunter present may capture and seize that character. During your control phase, if that character is escorted by an alien, opponent loses 1 Force.
20 Order 66 Effect Deploy on Sidious. If with [Virtual Block 5] Expand the Empire during your control phase: relocate this card to an [Episode I] Jedi at a battleground or Senate (otherwise, retrieve 1 Force). If on a Jedi, add one battle destiny here, and if that Jedi just lost, relocate this card to Sidious.
21 Strategic Reserves (V) Effect Deploy on table. Your clones and Coruscant guards are destiny +1 when drawn for weapon or battle destiny. Once per turn, may cancel a Force drain by placing here from hand a clone or Coruscant guard. Characters may deploy from here as if from hand.
22 Trained In The Jedi Arts Effect Deploy on table. Your [Pemanent Weapon] and [Maintenance] cards are lost. 'Vader' on your Interrupts may be treated as 'Maul or Mara Jade.' Wherever you have an Effect with 'skill' in its game text, your Force drains and battle destiny draws are +1. (Immune to Alter.)
23 Where Are Those Droidekas?! (V) Effect Deploy on table. Scum And Villainy is canceled. Non-unique destroyer droids are deploy -1 and forfeit +1. While all your characters at sites are destroyer droids, opponent's characters are defense value -1 for each destroyer droid present. (Immune to Alter.)
24 Wipe Them Out, All Of Them (V) Effect Deploy on a site. Unless a player controls a battleground site, that player's [Permanent Weapon] destiny draws are -2. During opponent's draw phase, if opponent's non-battleground site (with no related locations) on table, may activate or retrieve 1 Force. (Immune to Alter.)
25 With Thunderous Applause Effect Deploy on Sidious. If at Senate, at start of your turn may draw 2 cards from Reserve Deck. During your move phase, relocate this Effect to a Rebel or Jedi at a battleground; that character loses all immunity to attrition. If this Effect just lost, relocate it to Sidious.

Interrupt

# Slip Image Card Type Game text
26 Force Push (V) Interrupt Once per game, choose: during battle, use 2 Force to target your Dark Jedi and opponent's character of equal or lesser ability present. Both targets are excluded from battle. OR Exchange two cards from hand with any one card from Force Pile; reshuffle.
27 Sith Fury (V) Interrupt USED: If you just drew a character for destiny, take that card into hand to cancel and redraw that destiny. LOST: Once per game, use 4 Force to deploy a Dark Jedi from Reserve Deck; reshuffle.
28E Trade Federation Tactics (V) Interrupt Retarget an attempt to make your [Episode I] character 'hit' or lost to your other [Episode I] character present. OR Retarget opponent's just drawn destiny result about to make your starship 'hit' or lost to your character aboard; starship is protected from all such attempts this turn. OR deploy Sil Unch.
29E Vader's Anger (V) Interrupt During any move phase, initiate an epic duel between Vader and a Jedi present with him. Both players draw two destiny and add power. Loser (lowest total) is placed in Used Pile (if Epic Duel on table, Lost Pile instead), losing player loses 2 Force (cannot be reduced), and winning player may retrieve 2 Force.

Location

# Slip Image Card Type Game text
30E Coruscant: Chancellor's Office Location Dark Side: Once per game, may deploy [Virtual Block 5] Sidious here from Reserve Deck; reshuffle.
Light Side: Unless a Jedi present, Force drain -1 here. Immune to Revolution.

Vehicle

# Slip Image Card Type Game text
31E Maul's Sith Speeder Vehicle May add Maul as driver. May deploy with Maul as a 'react'. During battle, Maul may disembark (place this vehicle in Used Pile) to cancel the immunity to attrition of a Jedi here. Immune to attrition.

Weapon

# Slip Image Card Type Game text
32 Dark Jedi Lightsaber (V) Weapon Deploy on Aurra Sing or Sidious. May add 1 to Force drain at an [Episode I] site where present. May target a character or creature for free. Draw two destiny. Add number of Jedi present. Target hit, and its forfeit = 0, if total destiny > defense value.

Admiral's Order

# Slip Image Card Type Game text
01E Nothing Can Get Through Our Shield (V) Admiral's Order At each system a player controls with a capital starship, his non-[Presence] characters and vehicles deploy -1 to related sites and sectors. If you occupy a system with a capital starship (or three unique starships) and have no Objective on table, may add 1 to each of your Force drains at related battleground sites (opponent loses no more than 2 Force from those drains).


External links

References

  1. ↑ 1.0 1.1 https://web.archive.org/web/20090918131415/http://www.starwarsccg.org/
  2. ↑ 2.0 2.1 VirtualBlock5.pdf, Star Wars CCG Players Committee (official text 7 December 2009). Preserved copy: Internet Archive