Virtual Block 7

From SWCCG Wiki
Jump to navigation Jump to search
Virtual Block 7
Set symbol
CodeVB7 · GEMP set 601
PublisherStar Wars CCG Players Committee
EraVirtual Legacy (2009–2014)
StatusLegacy
Official text18 June 2010 (Ultimate Power)[1]; 15 December 2010 (Ultimate Freedom)[2]; 3 June 2011 (Ultimate Conflict)[3]; 16 December 2011 (Ultimate Legacy)[4]
Cards141 (65 Light, 76 Dark)
ThemeUltimate series
PreviousVirtual Block 6
NextVirtual Block 8

Virtual Block 7 (Darkness Rising / Ultimate series) 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 These cards are no longer valid for competitive play; use the Decipher sets and the current virtual sets (2014 Reset onward).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 sheets are titled Virtual Block 7: Ultimate Power,[1] Virtual Block 7: Ultimate Freedom,[2] Virtual Block 7: Ultimate Conflict,[3] and Virtual Block 7: Ultimate Legacy.[4] 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.

The first subset, Virtual Set 7.1 Ultimate Power, came out on 18 June 2010.[1][5] The Polish fan site star-wars.pl reported it on 27 June 2010.[6] Later subsets: 7.2 Ultimate Freedom (released 13 December 2010, tournament legal 29 December 2010), 7.3 Ultimate Conflict (3 June 2011) and 7.4 Ultimate Legacy (16 December 2011).

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.

Releases

Card list

Light Side

Character

# Slip Image Card Type Game text
Artoo & •Threepio (V) Character When deployed, may draw top card of Reserve Deck. Unless hit, may re-target a weapon targeting Chewie, Leia, or Luke (of ability < 5) to this droid (targeting may not be canceled). If this droid was just forfeited during opponent's turn, may take it into hand.
03 Bail Organa, Father Of Rebellion Character Agenda: rebellion. Your [Coruscant] Political Effects and [Coruscant] senators are lost. Whenever you initiate a battle with a Rebel, may retrieve 1 Force. While in a senate majority, during your control phase, may take one card into hand from Force Pile; reshuffle.
02 Biggs, Rogue Legend Character Adds 2 to power of anything he pilots, 3 on Red 3. While piloting Red 3, it is maneuver +1 and he draws one battle destiny if not able to otherwise. If at opponent's system, instead of Force draining here, may take any card into hand from Force Pile; reshuffle.
02 Booster Terrik Character Adds 2 to the power of anything he pilots. Starships here with a Rogue Squadron pilot aboard may move as a 'react.' Star Destroyers he pilots are hyperspeed + 2. Unless Corellia on table, once per game, may steal an Imperial-class Star Destroyer from opponent's Lost Pile into hand.
03 Captain Antilles Character Adds 2 to the power of anything he pilots, 3: any corvette. While piloting a corvette it is immune to attrition <5 and, once per turn, may peek at a card in opponent's hand. Once per game, during battle (unless Vader here) may use 2 force to move ship away (for free).
03 Captain Yutani With Blaster Cannon Character Artillery weapons here are 'powered.' Permanent weapon is Blaster Cannon (may target a character, creature, or vehicle at same or adjacent site for free; draw destiny; target 'hit,' and its forfeit = 0, if destiny +1 > defense value).
03 Commander Narra Character Adds 2 to the power of anything he pilots. Draws one battle destiny if unable to otherwise. Once per turn, if you just deployed a Rogue Squadron pilot to same or related site, may draw top card of Reserve Deck. Attrition against opponent is +1 here.
Commander Wedge Antilles (V) Character Adds 3 to power of anything he pilots. Anything Wedge pilots is maneuver +1. Once per turn, may take into hand One More Pass; from Reserve Deck. While piloting at a battleground site, draws one battle destiny if not able to otherwise, and [Virtual Block 4] Their Fire Has Gone Out Of The Universe flips and may not flip back.
Corporal Beezer (V) Character Adds 2 to anything she pilots. (3 if a speeder bike.) Once per turn, while piloting at a battleground site, may lose 1 Force to cancel a Force drain at opponent's interior site.
Dack Ralter (V) Character Adds 2 to the power of anything he pilots. Heroic. Rogue Squadron Pilot. During battle when Dack (or a starship or vehicle he pilots) fires a weapon, may add 1 to total weapon destiny and hit targets are power -2. If Dack is about to leave table may place him in Used Pile instead.
Derek 'Hobbie' Klivian (V) Character Adds 2 to power of anything he pilots. While piloting Rogue 4 (or any X-wing), draws one battle destiny if unable to otherwise. Permanent weapon is Rogue Blaster (may target a character or creature for free; draw destiny; target hit and it's forfeit = 0, if destiny + 1 > defense value).
03 General Bob Hudsol Character While at an interior Yavin 4 site, Massassi Base Sentry is [Immune to Alter], and, once per turn, during battle at a 'liberated' system (either opponent's or one with only one [Dark Side]), except Yavin 4, may place your just forfeited card in Used Pile.
01 Luke Skywalker, Rebel Hero Character Adds 3 to the power of anything he pilots. When deployed may deploy from Reserve Deck (or lose 1 force to deploy from lost pile) a blaster on Luke; reshuffle. While armed with a blaster, it may not be stolen and characters hit by Luke may not be used to satisfy attrition. Immune to attrition < 4.
Mace Windu, Master Of The Order Character * = 1 or number of Jedi on table (to a maximum of 3), whichever is higher. Mace's forfeit may not be reduced and his total weapon destiny is +1. If a Dark Jedi was just lost from table, may retrieve 1 Force. Immune to attrition.
Mace Windu, Master Of The Order (AI) Character * = 1 or number of Jedi on table (to a maximum of 3), whichever is higher. Mace's forfeit may not be reduced and his total weapon destiny is +1. If a Dark Jedi was just lost from table, may retrieve 1 Force. Immune to attrition.
01 Master Kenobi Character While 'communing': you may not deploy [Maintenance] cards or [Episode I] Jedi; Rebels of ability < 5 draw one battle destiny if unable to otherwise and, once per turn, may lose 1 Force (or use 2 Force) to place one just forfeited in Used Pile; once per turn, may deploy from Reserve Deck a Tatooine battleground (or Obi-Wan's Hut); reshuffle.
01 Princess Leia, Lost Scion Character While present at a battleground, Their Fire Has Gone Out Of The Universe flips and may not flip back. While armed with Anakin's Lightsaber, her forfeit may not be reduced. Immune to attrition < 4.
02 R2-D2, Subversive Droid Character Captured if an Imperial controls this site. While present with a scomp link at a battleground (or mobile) site, your total power at adjacent sites is +2 and, once per turn, may use 1 Force to add or subtract 1 from opponent's just drawn destiny.
02 Rahm Kota, Blind Jedi Character [Episode I] Jedi are lost. At battlegrounds, Insurgents are immune to attrition < 5. Once per turn, may peek at top card of your Reserve Deck (or if Galen on table, any Reserve Deck); may place that card on top of owners Used Pile. May not carry weapons.
03 Tarfful, Wookiee Insurgent Character Occupy on Forest Depths is treated as 'control.' Non-unique Wookiees here are Heroic. Once per game, when deployed, may 'roar' to take one card into hand from Used Pile reshuffle, and/or stack a Wookiee from hand on Grrrghrrrgh!.
Ten Numb (V) Character Adds 2 to the power of anything he pilots. Rogue Squadron Pilot. While piloting a B-Wing or X-Wing, draws one battle destiny if unable to otherwise and during battle (unless Outrider on table), may reduce the power of one opponent's starfighter at same system by 4.
Tycho Celchu (V) Character Adds 3 to the power of anything he pilots. Tycho is a matching pilot for any starfighter. While piloting a starship, draws one battle destiny if unable to otherwise and it is immune to attrition < 4 (< 7 if stolen).
02 Wedge Antilles, Legendary Rogue Character Adds 3 to power of anything he pilots. While piloting [A New Hope] Red 2: it gains [Nav Computer], it is maneuver and immunity to attrition +2, draws one battle destiny if not able to otherwise, and, if Wedge just forfeited, may use 1 Force to place him in Used Pile.
02 Wes Janson, Rogue Veteran Character Adds 2 to the power of anything he pilots. Once per turn may deploy from Reserve Deck (or deploy from hand) Disrupter Pistol for free on Wes; reshuffle. May fire Disruptor Pistol for 1 Force. Power and Forfeit +1 when with Hobbie or Wedge. If about to leave table place cards aboard Wes in owner's Used Pile.

Device

# Slip Image Card Type Game text
04 Motivator Device Deploy on your non-[Reflections 2] astromech droid. That droid is power +2, gains [Presence Droid] and if present at a site, draws one battle destiny if unable to otherwise. During any move phase, may place this device in Lost Pile to take into hand from reserve deck one What're You Tryin' To Push On Us? or one R2-D2; reshuffle.
04 Planetary Shiel Device If Center of Tyranny on table, deploy on Coruscant. Once during your control phase, if you occupy Main Power Plant, may draw destiny. If destiny >5, Planetary Shield 'disabled' (place this device out of play; opponent loses 3 Force). May not be lost.

Effect

# Slip Image Card Type Game text
03 Bacta Infirmary Effect If Center of Tyranny on Table, deploy on table. Insurrection is lost. Rogue Squadron pilots of ability < 3 are forfeit +1 and if lost from table, may be placed here. During your control phase may use 2 force to take a character here into hand. (Immune to Alter.)
05 Declaration Of Rebellion Effect Deploy on table. Bail, Leia, and Mon Mothma are Insurgents. While an Insurgent present at a battleground, your total battle destiny is +1, and, if with your non-unique character, each may forfeit for 4 when hit. Once per game, may take one K'lor'slug into hand from reserve deck; reshuffle. (Immune to Alter.)
06 Emperor's Sinister Plans Effect Deploy on your non-droid spy at Back Door. Target your war room. Until completed, spy may not relocate or be Undercover. When Utinni Effect reaches target, stack there: opponent's battle destiny draws are -1 and your spies may not have their forfeit reduced below 3.
03 Field Dressing Effect If you just forfeited a character of ability < 5 present at a site, deploy on that character (who remains at same site and, if 'hit,' is restored to normal). Character is forfeit = 0 (even if forfeit may not normally be reduced). May play First Aid to place this card in Used Pile. Immune to your Control.

Hindsight (V) Effect Unless Imperial Atrocity on table, if you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 6 (ignore other modifiers); opponent may take into hand any one card from reserve deck; reshuffle. [Immune to Control]. OR Use 2 Force to deploy on table and stack one just-played Interrupt here.
I Hope She's All Right (V) Effect Deploy on table. Your scouts are defense value and forfeit +2 (neither may be increased above 6). Your Effects that deploy on Back Door may deploy there for free. Once per turn, may use 2 Force to take into hand an [Endor] battleground site, an [Endor] weapon, or a card with 'Ewok' in lore from Reserve Deck; reshuffle. (Immune to Alter.)
03 Luke, Trust Me Effect If you have no Epic Events on table (and did not play an Epic Even at the start of the game), deploy on table. Once per game, may take a [Setup] card into hand from Reserve Deck; reshuffle. May place this Effect in Used Pile to take an Immediate Effect into hand from Reserve Deck; reshuffle. May place this Effect in Lost Pile to cancel a Force drain. (Immune to Alter.)
04 Massassi Base Sentry Effect Deploy on Yavin 4; it is 'liberated.' During battle at sites related to other 'liberated' systems, may add 2 to power of each Rebel warrior (to a maximum of 4). Once per turn, while you control this system, may retrieve 1 Force when you Force drain at another 'liberated' system.
05 Oh, He's Not Dead, Not Yet Effect Deploy on table. Once per game, if Vader on table, may deploy Obi-Wan from Reserve Deck; reshuffle. May place this Effect in Used Pile to take a [Grabber] into hand from Reserve Deck; reshuffle. If you just attempted to take into hand or deploy a card from Reserve Deck, and the card was not found, may place this Effect in Lost Pile to search your Force Pile for that card; reshuffle.
04 Rebel Gunrunner Effect Deploy on table; and stack a non-lightsaber weapon (without 'lost' in game text) here from Reserve Deck; reshuffle. If a battle was just initiated, may deploy weapon here on a participating card. Return weapon here at end of weapons segment (if possible), at end of battle, or if it is about to leave table, be stolen, or become inactive. (Immune to Alter.)
05 Rebel Sacrifice Effect Deploy on table if Obi-Wan 'communing.' 'Tatooine' on Obi-Wan is treated as 'Death Star'. Your Death Star sites gain one [Light Side],and if opponent loses Force to battle damage (or a Force Drain) at such sites, stack the first card lost face-down here. Attack Run is canceled. (Immune to Alter.)
04 Rogue Insertion Effect Deploy on table. Canceled if your Senate or [Reflections 2] objective on table. Unless your character of ability > 4 at a site, Rogue Squadron pilots are power +1 (power +2 if ability < 3), and armor = 4. (Immune to Alter.)
04 Rogue Squadron Tactics Effect Deploy on table. Once per game, may take into hand one non-[Virtual Block 1] Alderaan or Dressel, and/or a [Death Star II] Rogue Squadron pilot (except Tycho) from Reserve Deck; reshuffle. Once per turn, if you just Force drained at a battleground system, may draw top card of Reserve Deck. Immune to Alter.
S-foils (V) Effect Deploy on a Rebel Base system. Each time you deploy a Rebel starfighter simultaneously with a pilot character, may retrieve 1 Force and/or draw top card from Reserve Deck. Suspended if Death Star 'blown away.' (Immune to Alter and Crossfire while you occupy this system.)
04 Temporary Foothold Effect Deploy on a battleground. While you occupy at least two battlegrounds, your Force drains here may not be canceled. During battle here or at a related location, may place this Effect in Used Pile to draw up to 2 cards from Reserve Deck.
The Camp (V) Effect Unless your [Reflections 2] objective on table, deploy on table. If [Permenant Weapon] Maul in battle at a site, and you have no unique (•) characters of ability > 3 (except Luke of ability = 4) there, lightsabers there may not be 'swung' twice. Once per game, may take one K'lor'slug or a [Setup] card into hand from Reserve Deck; reshuffle. (Immune to Alter.)
The Shield Is Down! (V) Effect If [Virtual Block 7] Rebel Strike Team on table, deploy on table. Your [Endor Icon] Epic Event total is +1 for each of your non-Jedi scouts at Bunker. For each of your non-Jedi scouts in battle, attrition against opponent is +1. While opponent's [Endor icon] objective on table, Bunker may not be converted. Once per turn may take Bunker into hand from Reserve Deck; reshuffle. (Immune to Alter.)

Interrupt

# Slip Image Card Type Game text
Alter (Coruscant) (V) Interrupt USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to There Is No Try). (Immune to opponent's Objective.)
Alter (Premiere) (V) Interrupt USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to There Is No Try). (Immune to opponent's Objective.)
Clinging To The Edge (V) Interrupt USED: During opponent's deploy phase, if both players occupy the same battleground, activate 2 Force. LOST: During any deploy phase, deploy a lightsaber from Lost Pile on your character at an interior Naboo battleground.
Heading For The Medical Frigate (V) Interrupt USED: Take one Redemption or a [Death Star II] capital starship (except a Star Cruiser) into hand from Reserve Deck; reshuffle. STARTING: Deploy from Reserve Deck up to three cards that have the [Setup] icon or are Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile.
Lucky Shot (V) Interrupt If opponent's Effect of any kind was just lost or canceled due to its own game text, place it out of play. OR Until end of turn, Do They Have A Code Clearance? may not modify forfeit. OR Cancel Close Call. OR Cancel Outflank (you may activate 1 Force).
Run Luke, Run! (V) Interrupt USED: During battle, if Obi-Wan out of play, cancel an attempt to target a Rebel with a weapon. LOST: During battle at a site, place non-[Episode I] Obi Wan out of play (even from hand); Your other characters there may move away for free.
04 Use The Force Interrupt Choose up to X of the following in any order, where X = the number of cards stacked on Communing: peek at the top card of any deck or pile: may then shuffle it. OR draw 2 cards from reserve deck. OR retrieve 1 force. OR activate X force. OR your next destiny draw is + X.
05 Yub Yub, Commander Interrupt USED: Deploy a Rogue Squadron pilot to a location you occupy with a Rogue Squadron pilot from Reserve Deck; reshuffle. LOST: Cancel an attempt by opponent to target a Rogue Squadron pilot to be captured or excluded from battle. Or if two Rogue Squadron pilots are in battle together, add one battle destiny.

Location

# Slip Image Card Type Game text
Coruscant (V) Location Light Side: If just converted, may raise this system to the top.
Dark Side: If your Coruscant system was converted, Force generation +1 here.
Coruscant: Lower Levels Location Light Side: If your Insurgent present, Force Drain + 1 here.
Dark Side: Characters of ability > 4 are defense value -1 here.
Coruscant: Main Power Plant Location Light Side: Attempts to 'disable' the Planetary Shield are +2 for each Rogue Squadron pilot here.
Dark Side: While Center of Tyranny on table, you generate no Force here.
07 Roche (V) Location Light Side: Unless opponent controls this system, Commence Primary Ignition may not target it.
Dark Side: Force Drain -1 here. If you control, Asteroid Sanctuary at related sector is canceled.
Tatooine: Obi-Wan's Hut (V) Location Light Side: Once per turn, if Obi-Wan 'communing' may deploy from Reserve Deck an effect with 'Rebel' in title; reshuffle.
Dark Side: If you control, Force drain +1 here.
04 Yavin 4 (V) Location Light Side: Once per game, if a Critical Mission is deployed here may deploy from reserve deck an Effect on Yavin 4; reshuffle.
Dark Side: Yavin 4 and starships here are immune to Lateral Damage.

Starship

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

Weapon

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

Objective

# Slip Image Card Type Game text
00
Center Of Tyranny/A Liberated World Objective Deploy [Virtual Block 7] Coruscant, Main Power Plant, Lower Levels, Planetary Shield and Rogue Insertion. For remainder of Game, Rogue Squadron pilots are Insurgents and may fire blasters for free. Your destiny draws for [Virtual Block 1] Sabatoge are -1 and may not be further reduced. Your characters of ability > 4 are deploy +4. While this side up, during your deploy phase may use 1 Force to deploy a Coruscant battleground site from Reserve Deck; reshuffle. Flip this card if Planetary Shields 'disabled'.
07
Center Of Tyranny/A Liberated World Objective Immediately retrieve into hand (or take from Reserve Deck any one card; reshuffle). While this side up, '1' on Declaration of Rebellion is treated as '2'. Your Force Generation at Coruscant System is +2. While you occupy a system, your force drains are +1 for each related battleground site you control with a Rogue Squadron Pilot. Once per turn, if opponent just lost a starship from a system, you may lose 1 Force to steal it into hand. Once during your turn, if you just forfeited a Rogue Squadron pilot, may use 1 Force to take into hand from Reserve Deck any one card.; reshuffle
Rebel Strike Team (V)/Garrison Destroyed (V) Objective Deploy Endor system, Back Door and [Virtual Block 7] The Shield is Down!. For remainder of game, your [Episode I] characters and [Virtual Block 3] rifles are lost. Your force generation is +1 at your Endor Sites. May use 1 Force to take into hand an [Endor Icon] Epic Event; reshuffle. While this side up, your force drains on Endor are -1. Your Bunker gains one [Light Side Force]. If you occupy Bunker at the end of a battle you just won there, may use your [Endor Icon] Epic Event to attempt to 'blow away' Bunker. Flip this card if Bunker 'blown away'.
07 Rebel Strike Team (V)/Garrison Destroyed (V) Objective While this side up, Endor Shield is canceled. May raise your converted Endor to the top. If Establish a Secret Base on Table, Force Generation at Endor Locations may not be canceled. At Endor sites you occupy with a scout, you force drains may not be modified by an opponent. Whenever you initate a battle with a scout, may retrieve 2 Force. Once per game, may deploy from Reserve Deck (or deploy from hand) a Rebel Starship for half it's printed deploy cost (round down); reshuffle.

Epic Event

# Slip Image Card Type Game text
00 Communing Epic Event If your starting location has exactly 2 [Light Side Force], play instead of a starting interrupt. deploy from Reserve Deck two always [Immune to Alter] Effects; reshuffle. Deploy on table; take into hand and stack a Jedi here from Reserve Deck (that Jedi is 'communing'); reshuffle.

Admiral's Order

# Slip Image Card Type Game text
Combined Fleet Action (V) Admiral's Order Unique (•) starfighters are immunity to attrition +2 for each non-unique starship of their class present with them. Unique (•) capital starships are defense value +1 for each non-unique starship present at same system. For each of your unique (•)/non-unique starship pairs of the same class present at same system, your battle destiny draws there (and at related sites) are +1.

Mission

# Slip Image Card Type Game text
02
Rebel Aces Mission Deploy on table. Your Sandwhirl is canceled. At battleground systems where you have a Rebel of ability = 2 piloting a starfighter, and you have no Force drain bonus (except from the system card itself), your Force drains are +1. Your starfighters with a pilot character aboard are immune to attrition < 4. Once per turn, may deploy Close Air Support from Reserve Deck; reshuffle. Your Rebel starfighters without astromech capacity (except Falcon or Artoo-Detoo In Red 5) gain 'May add 1 astromech.'
00
Restore Freedom To The Galaxy Mission Deploy on Yavin 4. Once per turn, may deploy a battleground system or an interior Yavin 4 site. Whenever you Force drain at another battleground system, may draw destiny. Add 1 for each Yavin 4 site on table (2 if you occupy). If total destiny > 6, stack top card from either player's Reserve Deck there (limit one per system) to 'liberate' the system. At 'liberated' systems: Force drains are +1, and at same and related locations your total power is +3 and you draw one battle destiny if not able to otherwise. If opponent Force drains at a 'liberated' system, place stacked card in owner's Used Pile.

Dark Side

Character

# Slip Image Card Type Game text
5D6-RA-7 (Fivedesix) (V) Character Adds 2 to the power of anything he pilots. Power +1 while with your leader. If at a Scomp link when opponent draws a destiny of: 1-3, you may activate one Force; 4-6, you may draw top card of your reserve deck; 0 or 7 you may retrieve 1 force.
02 Admiral Pellaeon Character Adds 2 to power of anything he pilots. May be reveled from hand to take Justifier into hand from reserve deck; reshuffle and deploy both simultaneously (for -1 force each). Opponent's passengers here are forfeit = 0. Once per game, if aboard Justifier may lose one force to move away from battle as a react (at hyperspeed +2).
03 Battle Droid Squad Character Lost if Droid Racks on table. While a Blockade Flagship site on table, draws two battle destiny if unable to otherwise.
01 Darth Vader, More Machine Than Man Character Adds 3 to power of anything he pilots. [Vader] cards never deploy unless Rise Of The Dark Lord on table. Once per turn, if at a site you control, may apply his ability to draw battle destiny elsewhere. Immune to Clash Of Sabers and attrition < 5. May not be Disarmed.
Dengar With Blaster Carbine (V) Character While opponent's [Reflections 2] objective on table, adds one battle destiny. Permanent weapon is •Blaster Carbine (twice per battle, may target a character or vehicle for free; draw destiny; target 'hit,' and its forfeit = 0, if destiny +1 > defense value).
02 DS-61-5 Character Adds 2 to power of anything he pilots, 3 when piloting Black 5. While piloting Black 5, it is maneuver +1 and he draws one battle destiny if not able to otherwise. If at opponent's system, instead of Force draining here, may take any card into hand from Force Pile; reshuffle.
Gardulla The Hutt (V) Character During battle, if [Virtual Block 4] No Bargain on table, may lose 2 Force to cancel a non-[Immune to Sense] Interrupt. Once per game, during your move phase, may relocate any of your characters here to a site you occupy as a regular move (or vice versa). Immune to attrition < 3.
Garindan (V)
Publication history
Character Adds one to the power of anything he pilots. May deploy -1 as a 'react'; shuffle any Reserve Deck. Ignores Objective deployment restrictions. Unless alone, may place Garindan in Used Pile to cancel a just drawn Weapons Destiny here. [Virtual Block 2] Imperial Domination ignores Garindan.
02 General Nevar Character Adds 2 to the power of anything he pilots (3 if Blizzard 2.) Deploys -1 on Hoth. Once per game, may deploy a marker site with < 2 [Dark Side] or a battleground (except Endor system or a war room). Once per game, if piloting at a site where no characters present, may peek at opponent's hand.
Grand Moff Tarkin (V) Character Adds 2 to power of anything he pilots. Destiny +2 when drawn for destiny. Draws one battle destiny if unable to otherwise (if with Vader or an Imperial leader, may add one instead). During battle, if you just drew a destiny < number of imperials here, may cancel and redraw that destiny.
01 Grievous, Hunter Of Jedi
Original · History
Character [Virtual Block 5] Dark Jedi Lightsaber may deploy on Grievous. Jedi present are power -1 (-2 if a Jedi Council Member). While armed with a lightsaber, your battle destiny draws are +1 here and his forfeit may not be reduced. Immune to attrition < 4.
03 IG-100 MagnaGuard
Original · History
Character Shockstaff deploys and fires for free on this droid. While on Blockade Flagship or Coruscant (or with Grievous), this droid is Heroic and Power +2. Your characters here are Immune to Ambush, Clash Of Sabers, and attrition < 4.
01 ISB Central Commander Character Agenda: intelligence. While with an ISB agent or Imperial Council Member, may not be targeted by weapons. During your deploy phase, may exchange an Imperial in hand with an Imperial of ability < 5 in Lost Pile. Immune to attrition < 3.
03 ISB Sector Commander Character Adds 2 to the power of any starship he pilots. Once per game, when deployed, may retrieve up to two Imperials (or one into hand). While present at a site you control, Effects with 'Celebration' in title at related system are suspended and, once per turn, may use 1 force to deploy a trooper.
03 Moruth Doole, Kessel Administrator Character Deploys -1 to Kessel. While at a Kessel battleground site, your Force drains are +1 at X related locations, where X = number of 'spice' cards on Spice Mine Operations, and once per turn, may use 3 Force to take a 'spice' card you own into hand.
03 OOM Command Battle Droid Character [Pilot]2: any vehicle. While piloting a [Theed Palace] vehicle at a battleground site: adds 1 [Dark Side] here and may add 1 to your Force drains here. Once per game, may take into hand any a card with 'fire' in title from reserve deck; reshuffle.
03 Saber Squadron Pilot Character Adds 2 to power of anything he pilots. Matching pilot for Saber Squadron TIE and while piloting it: it may relocate using [Virtual Block 7] Combat Response, adds one destiny to total power only, and may add 1 to Force drains here (opponent loses no more than 2 Force to that drain).
Sergeant Irol (V) Character Adds 2 to power of anything he pilots. (3 if a speeder bike.) Once per turn, while piloting at a battleground site, may lose 1 Force to cancel a Force drain at opponent's interior site.
Sergeant Torent (V) Character Power +2 when defending a battle at a mobile site or prison. Once per turn, if you use We Have A Prisoner to capture a character, reduce battle damage and attrition against you by that captive's forfeit.
Sy Snootles (V) Character Once per turn, may use 1 force to 'court' a male present. That character is power -3 and requires +2 Force to use landspeed for remainder of turn. Once per game, may take Set For Stun, They're Still Coming Through!, or You Want This, Don't You? into hand from reserve deck; reshuffle.
Velken Tezeri (V) Character Smuggler. May not be attacked. Velken may not target Luke with weapons. Once per game, when deployed to a battleground, opponent must use or lose 2 Force. While present at a pit, may add 1 to Force drains here, and Sarlacc is ferocity +1.
03 Ysanne Isard Character Power +3 while defending a battle with a spy. While with a non-frozen captive, attrition against opponent everywhere is +2. During your move phase, may use 1 Force to 'break cover' of an Undercover spy here. Immune to attrition < 3.

Device

# Slip Image Card Type Game text
00 Kessel Surveillance System Device Deploy on a Kessel site. Opponents Force drains are -1 here. Oncer per turn, if you just lost a card from Reserve Deck, may place a 'spice' card in owners Lost Pile to satisfy 1 additional Force loss. Once per game, may deploy Moruth Doole here from Reserve Deck; reshuffle.
Tibanna Floating Refinery Device Deploy on a cloud sector. Your Force generation is +1 at cloud sectors you occupy. Once during your control phase, if you occupy this sector and a battleground site, may draw destiny. If destiny > 2, retrieve 1 Force. If lost from table, place this Device in Used Pile.
06 Trophy Of A Kill Device Deploy on Galen, Grievous or your female of ability >3. Character is immunity to attrition +2 (and power +2 if female). May add 1 to Force drain where present. This device lost if character Disarmed.

Effect

# Slip Image Card Type Game text
04 A Sith's Weapon Effect Deploy on table. Once per turn, if your character of ability > 4 just failed to 'hit' an [Episode I] Jedi (or [Virtual Block 6] Luke) with a non-[Permanent Weapon] lightsaber, may lose 1 Force to 'swing' at target again. May place in Used Pile to cancel Obi-Wan's Journal.
05 Baktoid Armor Workshop Effect Deploy on table. Your [Theed Palace] vehicles are defense value and immunity to attrition +1. May deploy Deployment Orders from Reserve Deck; reshuffle. Once per game, if Deployment Orders on table, may deploy an exterior battleground site not already on table from Reserve Deck; reshuffle. Once per game, may retrieve a [Theed Palace] vehicle into hand. (Immune to Alter)
Combat Response (V) Effect Deploy on table. Tallon Roll is canceled. Once per turn, may reveal an unpiloted starfighter from hand to take its matching pilot character into hand from Reserve Deck (or vice versa) and deploy both simultaneously; reshuffle. Your unique (•) TIEs (except Scythe Squadron TIEs) at systems may use 1 Force to relocate (as a regular move) to a system within 3 parsecs. (Immune to Alter.)
Desperate Counter (v) Effect Unless Imperial Propaganda on table, if you are about to lose Force during opponent's control phase, deploy on table to reduce loss by 4 (ignore other modifiers); opponent may immediately take any one card into hand from Reserve Deck; reshuffle. [Immune to Control]. OR Use 2 Force to deploy on table and stack one just-played interrupt here.
03 I Want Every Part Of This Ship Checked Effect Deploy on table. Once per game, if Obi-Wan on table, may deploy Vader from Reserve Deck; reshuffle. May place this Effect in Used Pile to take a [Grabber] into hand from Reserve Deck; reshuffle. If you just attempted to take a card into hand or deploy a card from Reserve Deck, and the card was not found, may place this Effect in Lost Pile to search your Force Pile for that card instead.
03 I'll Take Them Myself Effect Deploy on table. Once per game, may take a [Setup] card into hand from Reserve Deck; reshuffle. May place this card in Used Pile to take an Immediate Effect into hand from Reserve Deck; reshuffle. May place this Effect in Lost Pile to cancel a Force drain. (Immune to Alter.)
01 Imperial Security Bureau Effect Deploy on table. Sunsdown is canceled. ISB agents who are leaders deploy -2 to sites with 'ISB' in title. Once per game, may take a [Setup] Mission into hand from Reserve Deck; reshuffle. Look Sir, Droids and your Interrupts with 'advisor' in title may be played as follows: 'USED: Use 1 Force to take an ISB agent into hand from Reserve Deck; reshuffle.' (Immune to Alter.)
04 Imperial Stockpile Effect Deploy on table; take into hand from Reserve Deck and stack a non-lightsaber weapon (without 'lost' in game text) here; reshuffle. If a battle was just initiated, may deploy weapon here on a participating card. Return weapon here at end of weapons segment (if possible), at end of battle, or if it is about to leave table, be stolen, or become inactive. (Immune to Alter.)
04 Jabba's Haven Effect Deploy on table. May deploy Nal Hutta from Reserve Deck; reshuffle. Once per game, may retrieve an alien or [Independent] starship into hand. While Fearless And Inventive on table, once per battle, may lose 1 Force; your battle destiny modifiers affect your total battle destiny instead. [Immune to Alter]
04 Mercenary Slavers Effect Unless your [Reflections 2] objective on table, deploy on a site. Your smugglers and gangsters are slavers. Slavers are forfeit +2 and weapon destinies targeting them (or starships they pilot) are -1. 'Trandoshan' on your sites may be treated as 'slaver.' (Immune to Alter.)
04 Occupied Territory Effect Deploy on a battleground. If you occupy, during battle here or at a related location, may place this Effect in Used Pile and choose: Draw up to two cards from Reserve Deck OR Prevent any destinies from being drawn during the power segment of that battle (except battle destiny).
05 Shadows Of The Empire Effect Deploy on Agents Of Black Sun. Mistryl are lost. Once per game may take Secret Plans from Reserve Deck; reshuffle. May use 3 Force to deploy Imperial Square from Reserve Deck; reshuffle, and while Emperor Palpatine there, once per turn, may draw a card from Force Pile (and if you occupy three battlegrounds, opponent loses 1 Force). (Immune to Alter.)
05 Trophy Of A Bounty Hunter Effect Deploy on table. Whenever opponent's card hit by your bounty hunter leaves table, stack it here face down. Your bounty hunters are power and defense value +X, where X = number of cards stacked here. Once per game, may deploy Desilijic Tattoo or Jabba's Influence. (Immune to Alter.)
00 Vader's Bionic Limbs Effect Deploy on [Vader] Vader. Vader is landspeed +1. If Vader about to be lost before the damage segment, he is instead 'hit.' During battle, may target one opponent's character present. Draw destiny. Target 'choked' (lost) if destiny > ability. (Immune to Alter.)
Vader's Cape (V) Effect Deploy on [Vader] Vader. Vader moves (using landspeed) for free. While with a Jedi or Skywalker, Vader is defense value and immunity to attrition +2, and his weapon destiny draws are +1. During a duel (or lightsaber combat) opponent initiates, Vader's destiny draws are +1. (Immune to Alter.)
00 Vader's Cybernetic Enhancements Effect Deploy on [Vader] Vader. Vader may move as a 'react.' Your battle destiny draws here are +1. Opponent's cards deployed on Vader are canceled. If Vader about to be placed in Lost Pile, may lose 4 Force to take him (and a lightsaber he was armed with, if possible) into hand. (Immune to Alter.)
00 Vader's Helmet Effect Deploy on [Vader] Vader. When Vader moves to same site as a Jedi or Skywalker, opponent loses 1 Force. If Obi-Wan's Journal here, may place it on bottom of opponent's Lost Pile. While with opponent's character of ability > 4, Vader is power +1 and draws two battle destiny if not able to otherwise. (Immune to Alter.)
00 Vader's Mask Effect Deploy on [Vader] Vader. During your battle phase, may cancel this Effect to allow Vader to make a regular move. In order for opponent's character to move away from here using landspeed, opponent must first lose 1 Force. While defending a battle at opponent's site, Vader is power +2 and immune to attrition. (Immune to Alter.)
04 Where Are You Taking Them? Effect Deploy on table. At non-[Episode I] sites, immunity to attrition of [Coruscant] Jedi is limited to < 5. Your game text on [Coruscant] systems is canceled. During your control phase, may say 'Coruscant?' and lose 1 Force to place a just-played Interrupt in owners Lost Pile. (Immune to Alter.)
05 Where Are You Taking This ... Thing? Effect If opponent just drew destiny for Nabrun Leids (or removed a just-lost character from Lost Pile), deploy on table and stack that card here face down. Elis Helrot and Nabrun Leids are canceled. Opponent may use 2 force to place card stacked here in Used Pile. [Immune to Control]

Interrupt

# Slip Image Card Type Game text
A Dark Time For The Rebellion (V) Interrupt If opponent went first this game, retrieve 1 force when you play this Interrupt. Add or subtract 1 from opponent's just drawn destiny. OR Activate up to 2 Force. Or take Control into hand from Reserve Deck; reshuffle. OR Until end of turn, battle destiny draws may not be modified or canceled (unless being redrawn).
04 According To My Design Interrupt LOST: Use 3 Force to deploy Emperor from Reserve Deck; reshuffle. STARTING: Unless your 1st marker, Death Star, starship, or starship site on table, deploy from Reserve Deck Emperor to your site (even if converted), and deploy from Reserve Deck up to three Effects that deploy on table for free and are [Immune to Alter]. Light side goes first. Place Interrupt in Lost Pile.
Alter (Coruscant) (V) Interrupt USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to Do, Or Do Not). (Immune to opponent's Objective.)
Alter (Premiere) (V) Interrupt USED: Cancel Sense. LOST: Target an Effect, Political Effect, or Utinni Effect, and one of your characters on table. Draw destiny. If destiny < character's ability, target Effect is canceled (you lose no Force to Do, Or Do Not). (Immune to opponent's Objective.)
Dark Collaboration (V) Interrupt Use 1 Force to take into hand an Imperial Council Member (or Bewil) or deploy a site with 'ISB' in title or game text from Reserve Deck; reshuffle. OR During battle, your total power is +X, where X = your total influence at Conference Room (limit +6).
Evacuate? (V) Interrupt Use 1 Force to traget your character of ability > 3 alone at a site. USED: During any move phase, take target into hand. LOST: If opponent has exactly one non-spy character at target's site, place target in Used Pile.
Prepared Defenses (V) Interrupt USED: Take one Death Squadron Star Destroyer, a Dreadnaught, or a Victory-class Star Destroyer into hand from Reserve Deck; reshuffle. STARTING: Deploy from Reserve Deck up to three cards that have the [Setup] icon or are Effects that deploy for free, are always [Immune to Alter], and deploy on table. Place Interrupt in Lost Pile.
Your Powers Are Weak, Old Man (V) Interrupt USED: Cancel an attempt to remove a just-lost character from owner's Lost Pile (unless it is being placed out of play or retrieved). LOST: If you just deployed a character to same site as a Jedi, take any one card from your Used Pile into hand; reshuffle.

Location

# Slip Image Card Type Game text
Corulag: ISB Logistics Office Location Dark Side: During your move phase, may use 1 Force to relocate up to three ISB agents between two sites with 'ISB' in title.
Light Side: If you control, ISB agents are deploy +1 here. Immune to Revolution.
Coruscant: Palpatine's Quarters Location Dark Side: While Insidious Prisoner on table, Grievous is immune to attrition.
Light Side: Force drain -1 here. Jedi here may not have their power reduced.
Coruscant: Private Platform (Docking Bay) Location Dark Side: If deployed by your [Virtural Block 7] objective, may not be seperated from Palpatine's Quaters. Your docking bay transit to or from here is free.
Light Side: All docking bay transit from same site as Insidious Prisoner is free. Your docking bay transit to or from here requires 2 Force.
Death Star: Central Core (V) Location Dark Side: May deploy Superlaser from Reserve Deck; reshuffle. At 'blown away' systems, adds one [Light Side] and one [Dark Side]. Whenever you Force drain at a 'blown away' system Death Star orbits, may retrieve 1 Force.
Light Side: Opponent's Force drain bonuses at systems (except your systems) are limited to 1. Immune to Expand The Empire.
Death Star: War Room (V) Location Dark Side: If Alderaan 'blown away,' your movement to and from Death Star system is free, and at Death Star sites, your Force drains and battle damage against you are canceled.
Light Side: This site is never a battleground. You may not limit Force generation at mobile locations (except Executor sites). [Virtual Block 5] Wipe Them Out, All Of Them is canceled.
Kashyyyk: Forest Maze Location Dark Side: During your control phase, if you occupy with at least two Trandoshans, opponent loses 1 Force.
Light Side: Unless you control, Jedi deploy +1 to Kashyyyk and may 'swing' lightsabers only once per battle there.
Kashyyyk: Slaving Camp Headquarters Location Dark Side: Once per turn, may use 1 Force to deploy a battleground site to Kashyyyk and/or a card with 'Hunting' in title.
Light Side: Force drain +1 here. If you control with a Wookiee, Trandoshans are deploy +1 to Kashyyyk.
Kessel: Spice Mines - Administrator's Office Location Dark Side: If opponent just used this site's game text, may take into hand any card from reserve deck; reshuffle (or retrieve into hand) any one card.
Light Side: Kessel may not be converted. May lose 1 Force to place a 'spice' card in owner's Used Pile.

Starship

# Slip Image Card Type Game text
03 Black 5 Starship May add DS-61-5 as pilot. During battle, if about to be lost before the damage segment, is instead 'hit.' If targeted by Watch Your Back!, it is a Used Interrupt. Immune to Don't Get Cocky and attrition < 4.
Blockade Flagship (V) Starship May add 4 pilots, 4 passengers, 2 vehicles and 4 droid starfighters. Permanent pilot provides ability of 2. Once per game, may deploy a Neimoidian pilot aboard. Immune to Medium Transport.
02 Elis In Hinthra Starship May add 1 pilot and 3 passengers. Permanent pilot is •Elis, who provides ability of 2. Once per game, may deploy a smuggler aboard from Reserve Deck; reshuffle. While at opponent's system, adds one [Light Side]. Immune to attrition <5.
02 Saber Squadron TIE Starship May add 1 pilot. Power +1 while present with an X-wing. During battle, may fire one starship weapon aboard twice. Immune to attrition < 4 when matching pilot aboard.
03 Victory Starship May add 4 pilots and 6 passengers. Permanent pilot provides ability of 4. Opponent's starships may not add [Light Side] or add to Force drains. While opponent's [Reflections 2] objective on table, immune to attrition.

Weapon

# Slip Image Card Type Game text
01 Grievous' Lightsabers Weapon Deploy on Grievous. May add 1 to Force drain where present. May target a character or creature for free. Draw two destiny. Target hit, and may not satisfy attrition (or be removed from Lost Pile this turn), if total destiny > defense value.
01 Sidious' Lightsaber Weapon Deploy on Sidious (even as a 'react'). While at a battleground site, adds one [Light Side]. May target a character or creature for free. Draw two destiny. Target hit, and may not satisfy attrition (or be removed from Lost Pile this turn), if total destiny > defense value.

Objective

# Slip Image Card Type Game text
00
A Stunning Move/A Valuable Hostage
Original · History
Objective Deploy Palpatine's Quarters, Private Platform, and Insidious Prisoner. For remainder of game, Sidious and Imperials are lost. Once per turn, may deploy a Blockade Flagship site. Blockade Flagship may not be 'blown away'While this side up, Insidious Prisoner only follows opponent's characters when moving to Palpatine's Quarters. Once per game may deploy (for -2 force) Dooku or Grievous to a site you occupy. Flip this card if Insidious Prisoner is on Blockade Flagship.
07
A Stunning Move/A Valuable Hostage
Original · History
Objective Immediately take into hand from reserve deck; reshuffle (or retrieve into hand) a [Presence] droid. While this side up, immunity to attrition of opponent's Jedi, starships, and vehicles is limited to <5. During your control phase, opponent loses 1 Force for each battleground you control. Once during your turn, may reveal any one card from Force Pile; reshuffle. Opponent may lose 2 Force to place that card on bottom of your Used Pile; otherwise, take into hand. Flip this card if Insidious Prisoner not at a blockade Flagship site.

Epic Event

# Slip Image Card Type Game text
00 Commence Primary Ignition (V) Epic Event If Death Star orbits Alderaan (and [Virtual Block 7] Central Core on table), deploy on Death Star and fire Superlaser at Alderaan; it is 'blown away.' Once during your control phase, if Death Star orbiting a planet (except a Rebel Base) without related sites, may fire Superlaser at planet (regardless of Objective restrictions) as follows: Draw destiny. Add 2 if you control that system. If (destiny + Y - Z) > 8, target is 'blown away' and opponent loses 4 Force from Life Force.
00 Insidious Prisoner Epic Event If A Stunning Move on table, deploy on Palpatine's Quarters (if [Virtual Block 5] We Have A Plan on table, this card always relocates to Palpatine if possible (even if a captive)); before drawing a starting hand opponent may deploy a Jedi and/or a lightsaber here from Reserve Deck; reshuffle.
00 Rise Of The Dark Lord Epic Event Deploy on table (deploys only at start of game) with three different [Vader] Effects from your Reserve Deck face down under here. Once per turn, may deploy a [Vader] Effect from here (never from elsewhere). Limit one [Vader] Effect on table and, when lost, stack it under here. You may cancel your [Vader] Effect at any time.

Mission

# Slip Image Card Type Game text
00 Galactic Domination Mission Deploy on table. Flagship and Endor Shield are canceled. You may not deploy [Independent] or [Trade Federation] starships. Once per turn, may use 1 Force to deploy an Executor site or a battleground system from Reserve Deck; reshuffle. While Flagship Operations on Executor: its power may not be reduced, your Force drains at battleground systems = 3, your TIE Assault Squadron may deploy without replacement (deploy = 3), and, wherever you have a TIE with a capital starship, draw one battle destiny if not able to otherwise. Your cards add no more than 2 to the destiny, power, and forfeit of your squadrons.
02 Imperial Aces Mission Deploy on table. Tallon Roll is canceled. At battleground systems where you have an Imperial of ability = 2 piloting a starfighter, and you have no Force drain bonus (except from the system card itself), your Force drains are +1. Your starfighters with a pilot character aboard are immune to attrition < 4. Once per turn, may deploy TIE Fighter Construction Facility from Reserve Deck; reshuffle. Your starfighters without astromech capacity gain 'May add 1 astromech.'
02 In The Hands Of The ISB Mission Deploy on ISB Central Office. This site is a prison (if opponent controls, all captives here are released). Total ability of 6 or more required for opponent to draw battle destiny here. Whenever an ISB agent delivers a captive here, opponent loses 4 Force (once per captive per captivity). ISB agents may escort captives and, if escorting a captive during your move phase, may use 1 Force to relocate escort and captive to a related docking bay (as a regular move). Once during your move phase, may use 2 Force to relocate (as a regular move) an ISB agent present with Ysanne Isard here to a site you control.
00 Spice Mine Operations Mission If your [Virtual Block 7] Kessel office on table, deploy on table. Program Trap is canceled. Cards stacked here are 'spice' cards. Once per turn, if you control Extraction Facility, may place a 'spice' card in owner's Lost Pile to draw up to 2 cards from Reserve Deck. Once during your turn, may: use 2 Force to stack a card from Lost Pile here, deploy a non-character card with 'Kessel' in title, and/or 'mine' (opponent draws destiny; draw up to X destiny, where X = 1 plus number of Kessel locations you occupy; if any of the printed destiny numbers match, stack opponent's destiny or top card of your Lost Pile here).

External links

References

  1. ↑ 1.0 1.1 1.2 Virtual Block 7: Ultimate Power (PDF), res.starwarsccg.org. Cover: "Official text as of June 18, 2010". Preserved copy: Internet Archive
  2. ↑ 2.0 2.1 Virtual Block 7: Ultimate Freedom (PDF), res.starwarsccg.org. Preserved copy: Internet Archive
  3. ↑ 3.0 3.1 Virtual Block 7: Ultimate Conflict (PDF), res.starwarsccg.org. Preserved copy: Internet Archive
  4. ↑ 4.0 4.1 Virtual Block 7: Ultimate Legacy (PDF), res.starwarsccg.org. Preserved copy: Internet Archive
  5. ↑ Ultimate Power Rules Questions, forum.starwarsccg.org (first post 18 June 2010, US time; 19 June 2010 01:33 UTC). Preserved copy: Internet Archive
  6. ↑ Premiera Virtual Block 7.1: Ultimate Power, star-wars.pl (27 June 2010). Preserved copy: Internet Archive
  7. ↑ Virtual Block 7: Ultimate Power (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
  8. ↑ Virtual Block 7: Ultimate Freedom (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
  9. ↑ Virtual Block 7: Ultimate Conflict (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.
  10. ↑ Virtual Block 7: Ultimate Legacy (PDF), res.starwarsccg.org. Preserved copy: Internet Archive.