Virtual Set 5: A Dark Time
| Virtual Set 5: A Dark Time | |
|---|---|
| Set symbol | |
| Code | OVS5 · GEMP set 1105 |
| Publisher | Star Wars CCG Players Committee |
| Era | Virtual Original (2002–2009) |
| Released | 30 May 2003[1] |
| Legal | 6 June 2003[2] |
| Official text | 4 December 2006[3] |
| Cards | 50 (25 Light, 25 Dark) |
Virtual Set 5: A Dark Time is the fifth of the numbered Virtual Sets the Players Committee released between 2002 and 2009. Each of its 50 cards is a printed slip that replaces the bottom half of a Decipher card. The slip gives new game text, stats and icons; the title, lore and art stay as printed. The Committee released it on 30 May 2003 ("Virtual Set #5 Official Release!"), crediting Jerry Jensen for the production of the set, and it became tournament-legal on 6 June 2003.[2] On 10 June 2003 the Committee issued errata to three of its cards: Liberation (V), Scrambled Transmission (V) and Polarized Negative Power Coupling (V).[4] In December 2006 the Committee reissued it as a Remaster sheet with new pack art, a set symbol and the final text.[3]
The Remaster column sets each slip onto its printed Decipher card, re-typeset at 600 DPI in the style of the Committee's later Holotable cards. They were made for the wiki in 2026 and are fan reconstructions, not Committee products (see Typography of Star Wars CCG cards). Game text is written out in full where the slips use the icon shorthand explained at Virtual card icons.
Cards
Light Side
| # | Set | Slip | Remaster | Card | Type | Game text |
|---|---|---|---|---|---|---|
| 01 | Asteroids Do Not Concern Me (V) | Effect | Deploy on table. Asteroid Sanctuary is canceled. When you complete Rycar’s Run, place it out of play. During your control phase, opponent loses 1 Force for each Asteroid Field you control (limit 3). During your deploy phase, may deploy one Rycar’s Run or asteroid sector from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 02 | Away Put Your Weapon (V) | Used or Lost Interrupt | USED: An opponent’s just drawn Permanent Weapon weapon destiny is -3. (Immune to Sense.) LOST: Once per game, place all of your weapon cards from Lost Pile and/or on table in Used Pile (limit 5). | |||
| 03 | Bron Burs (V) | Alien | Draws one battle destiny if unable to otherwise. Where present, cancels a non-docking bay site’s Dark side game text. While armed with a Blaster Rifle (which is a matching weapon for Bron), it fires for free and Bron is immune to attrition < 4. | |||
| 04 | Descent Into The Dark (V) | Effect | Deploy on table. While you have less than 10 Life Force, your battle and weapon destiny draws are +1. | |||
| 05 | Encampment (V) | Effect | Deploy on a non-docking bay exterior planet site you occupy. While you occupy this site, at same and related sites, your characters may deploy regardless of location deployment restrictions. Once per game, your character may deploy -3 here. (Immune to Alter.) | |||
| 06 | Flash Of Insight (V) | Effect | Deploy on table. Play with the top card of your Reserve Deck revealed (if possible). During your draw phase, place this Effect in Used Pile and you may retrieve 1 Force. | |||
| 07 | Found Someone You Have (V) | Lost Interrupt | Find one of your missing characters. OR Retrieve the topmost character of your Lost Pile into hand. | |||
| 08 | Harc Seff (V) | Alien | Adds 2 to power of anything he pilots. For each of opponent’s non-battleground locations on table, your Force generation is +1. Your leaders are deploy -2 to same site. Once per game, may take an Immediate Effect into hand from Reserve Deck; reshuffle. | |||
| 09 | Hiding In The Garbage (V) | Effect | Deploy on table. Place your just lost characters out of play. Once per turn, may deploy a character from Lost Pile. (Immune to your Alter.) | |||
| 10 | Ineffective Maneuver (V) | Starting Effect | Deploy on table with 5 cards from outside your deck face-down under here. Three times per game, may play a Defensive Shield from here (as if from hand). Permanent Weapon weapons may not reset forfeit to 0. Characters hit by Permanent Weapon weapons are forfeit = (printed forfeit -3). | |||
| 11 | Jedi Levitation (V) | Used or Lost Interrupt | USED: If you just drew a character for destiny, take that card into hand to cancel and redraw that destiny. LOST: Use 3 Force to retrieve a non-[Maintenance] character into hand. | |||
| 12 | Levitation (V) | Used or Lost Interrupt | USED: Take a droid or device from your Force Pile into hand; reshuffle. LOST: Once per game, if your apprentice is on Dagobah, cancel a Force drain at a non-Dagobah location. | |||
| 13 | Neb Dulo (V) | Alien | Your aliens here are defense value +2. During battle with your Rep, the Rep may not be targeted by weapons. | |||
| 14 | No Disintegrations! (V) | Effect | Deploy on table. During opponent’s turn, may place a just forfeited Rebel of ability > 2 out of play; opponent loses 3 Force. | |||
| 15 | Obi-Wan's Apparition (V) | Effect | Deploy on table. May place your just lost Jedi out of play. May use X Force to add X to a just drawn weapon or battle destiny, where X = number of your Jedi out of play. | |||
| 16 | Polarized Negative Power Coupling (V) | Effect | Deploy on table. Whenever a player plays a Used Interrupt, their opponent may stack it here. Either player may use 2 Force to place a card here in owner’s Used Pile or may lose 2 Force to place a card here in owner’s Lost Pile. | |||
| 17 | Rayc Ryjerd (V) | Alien | 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. | |||
| 18 | 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, peek at a card placed face-down by You’re A Slave into hand from Reserve Deck; reshuffle?, or lose 2 Force to cancel a Political Effect. (Immune to Alter.) | |||
| 19 | Secure Route (V) | Effect | Deploy on a site. Cancels other Secure Routes. 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, take a non-character card from Lost Pile into hand. | |||
| 20 | Shoo! Shoo! (V) | Used 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.) | |||
| 21 | Son Of Skywalker (V) | Rebel | Adds 2 to power of anything he pilots. Deploys -3 to Dagobah. You must first lose 1 Force to substitute a destiny draw using Jedi Test #5. His training destiny draws are +1. During your deploy phase, may deploy a card with “training destiny” in its game text from Reserve Deck; reshuffle. Immune to attrition < 4. | |||
| 22 | Starship Levitation (V) | Used or Lost Interrupt | USED: If you just drew a starship for destiny, take that starship into hand to cancel and redraw that destiny. LOST: Use 3 Force to retrieve a non-[Maintenance] starship into hand. | |||
| 23 | Visored Vision (V) | Used or Lost Interrupt | USED: If opponent has three non-battleground locations on table, activate 5 Force. LOST: Deploy a battleground location from Reserve Deck; reshuffle. | |||
| 24 | Wars Not Make One Great (V) | Effect | Deploy on table. During battles where your Jedi is present, players may not draw more than two battle destiny. During your turn, may take one Inner Strength into hand from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 25 | Yoda (V) | Jedi Master | May deploy to Dagobah. Retrieve 3 Force (ignore objective game text that prevents retrieval) when a Jedi Test is completed (may not be canceled except by Secret Plans). Retrieve no Force from Save You It Can. May deploy one Yoda’s Gimer Stick from Reserve Deck; reshuffle. |
Dark Side
| # | Set | Slip | Remaster | Card | Type | Game text |
|---|---|---|---|---|---|---|
| 26 | Alert My Star Destroyer! (V) | Effect | Deploy on table. During your deploy phase, you may reveal a capital starship from hand to take its matching pilot character (or vice versa) and deploy both simultaneously into hand from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 27 | Awwww, Cannot Get Your Ship Out (V) | Immediate Effect | If opponent just drew a starship or vehicle for destiny, deploy on table and stack that card here. Opponent may place a card (your choice) from your Lost Pile into your hand to place this Effect (and stacked cards) into owners’ Used Pile. | |||
| 28 | Bad Feeling Have I (V) | Effect | Deploy on table. You may not initiate lightsaber combat. Once per game, may deploy Vader (deploy +2) from Reserve Deck; reshuffle. May use 2 Force to take a card (without ability) with “duel” in game text into hand from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 29 | Bossk (V) | Alien | Adds 2 to power of anything he pilots. While at same site as a smuggler, power +3. While with opponent’s smuggler or Wookiee, opponent may not draw more than one battle destiny here. Immune to attrition < number of opponent’s smugglers on table. | |||
| 30 | Close Call (V) | Used or Lost Interrupt | USED: During battle, cancel and redraw a just drawn destiny. LOST: A just drawn battle or weapon destiny is -3. | |||
| 31 | Corporal Derdram (V) | Imperial | Adds 2 to power of anything he pilots. While at an Executor site, may use 1 Force to place a just lost non-unique smuggler (and all copies of that card in opponent’s Lost Pile) out of play. At same non-docking bay site, opponent may not deploy Jar Jar or spies. | |||
| 32 | Corporal Vandolay (V) | Imperial | Adds 2 to power of anything he pilots. Opponent’s smugglers are forfeit -2. During any control phase, may take one Spice Mines Of Kessel into hand from Reserve Deck; reshuffle. Once per game, may take an Immediate Effect and/or a prison into hand from Reserve Deck; reshuffle. | |||
| 33 | Defensive Fire (V) | Used Interrupt | If opponent just initiated battle, immediately fire a non-lightsaber, non-Permanent Weapon weapon present (for free and each weapon destiny is +2). That weapon may fire again this battle. | |||
| 34 | Dengar (V) | Alien | Adds 2 to power of anything he pilots. Deploys free aboard Punishing One, and while piloting it, draws one battle destiny if unable to otherwise. At same site, Han’s game text is canceled. May not be attacked. Immune to Fallen Portal. | |||
| 35 | Desilijic Tattoo (V) | Effect | Deploy on table. Bounty Hunters and your [Independent] starships are defense value +1 and forfeit +2. Once per turn, when a bounty hunter uses a non-Permanent Weapon weapon to hit a character, target is forfeit -2 and opponent places top card of Reserve Deck in Lost Pile. (Immune to Alter.) | |||
| 36 | Fear (V) | Used Interrupt | When drawn for destiny, may place a non-[Immune to Alter] Effect on table in owner’s Used Pile. OR Lose the top card of your Reserve Deck to make a just drawn destiny lost. | |||
| 37 | Field Promotion (V) | Effect | Deploy on your captain or commander. This character is an admiral and a leader. Imperials are immune to Demotion. Once per game, may take a card with “Imperial” in title into hand from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 38 | Flagship (V) | Effect | Deploy on your Star Destroyer. It may draw one battle destiny if unable to otherwise (two if Executor). Counter Assault is canceled. During your move phase, Landing Claw is canceled here. Once per turn, may take an admiral or a card with “Executor” in game text into hand from Reserve Deck; reshuffle. | |||
| 39 | Hound's Tooth (V) | Capital | May add 1 alien pilot, 6 passengers, and 1 vehicle. Deploys (even using Combat Response) and moves like a starfighter. While Bossk piloting, adds one battle destiny and immune to attrition < 4. | |||
| 40 | IG-88 (V) | Droid | Adds 2 to power of anything he pilots. May use two weapons. Once per turn, if escorting a captive, may take any one card from Force Pile into hand; reshuffle. May lose 1 Force to cancel a just drawn weapon destiny targeting IG-88. Immune to attrition < 5. | |||
| 41 | IG-88's Neural Inhibitor (V) | Character Weapon | Use 1 Force to deploy on a bounty hunter (free on IG-88). May target a character for free. Draw destiny. Target captured (and opponent loses 2 Force if target is a [Maintenance] or Permanent Weapon character) if destiny +1 > defense value. | |||
| 42 | Lando System? (V) | Used Interrupt | Take Lando or a card with “Lando” in game text into hand from Reserve Deck; reshuffle. OR Cancel an attempt to replace your Lando; opponent’s Lando is lost. | |||
| 43 | Location, Location, Location (V) | Effect | Deploy on table. Your locations are destiny +1. During their deploy phase, players may use 2 Force to deploy a battleground planet site (except a War Room) not on table from Reserve Deck; reshuffle. (Immune to Alter.) | |||
| 44 | Mist Hunter (V) | Starfighter | May add 2 alien pilots and 3 passengers. Zuckuss deploys free aboard. While Zuckuss piloting, opponent’s weapon, battle, and asteroid destiny draws here are -2. Immune to attrition < 3. | |||
| 45 | Precision Targeting (V) | Effect | Deploy on table. Your capital starship weapon destiny draws are +1. During your deploy phase, may use 1 Force to deploy a starship weapon (for free) on your capital starship from Reserve Deck; reshuffle. If a starship was just hit, may place this Effect in Lost Pile to make that starship forfeit = 0. | |||
| 46 | Punishing One (V) | Starfighter | May add 1 alien pilot and 1 passenger. During battle here, while Dengar piloting, attrition against opponent is +3. Immune to attrition < 4. | |||
| 47 | Sudden Impact (V) | Starting Effect | Deploy on table with 5 cards from outside your deck face-down under here. Three times per game, may play a Defensive Shield from here (as if from hand). Permanent Weapon weapons may not reset forfeit to 0. Characters hit by Permanent Weapon weapons are forfeit = (printed forfeit -3). | |||
| 48 | Take Evasive Action (V) | Used or Lost Interrupt | USED: Cancel Fallen Portal, Fly Casual, or T-47 Battle Formation (unless canceling Walker Garrison). (Immune to Sense.) LOST: If opponent just drew lightsaber combat or weapon destiny, cancel and redraw that destiny. | |||
| 49 | The Dark Path (V) | Effect | Deploy on table. During battle, if you just drew a destiny, may lose that card to cancel and redraw that destiny. When you draw battle destiny, may lose X Force (limit 3) to make attrition against opponent +X. | |||
| 50 | Voyeur (V) | Used or Lost Interrupt | USED: If opponent has three non-battleground locations on table, activate 5 Force. LOST: Deploy a battleground location from Reserve Deck; reshuffle. |
Printings
The Committee re-edited the Remaster sheet on 14 September 2007 with errata to The Dark Path (V) (#49).[3] In the 2009 reorganisation the Committee regrouped these cards into the Virtual Blocks.[5] Some returned in the Virtual Sets released after the 2014 Reset with the same or revised game text.
Later printings
See also
- Virtual Sets (2002-2009) · History of the Players Committee
- Virtual card icons · Defensive Shields · Virtual Shields
References
- ↑ SWCCGPC.com news: Virtual Set #5 Official Release! (30 May 2003), swccgpc.com. Internet Archive capture 3 June 2003.
- ↑ 2.0 2.1 swccgpc.com news page (Internet Archive, 3 June 2003) — "Virtual Set #5 Official Release!" 30 May 2003: "These cards are NOT legal for tournament play until June 6th, 2003."
- ↑ 3.0 3.1 3.2 VirtualCards5.pdf (swccgpc.com, Internet Archive 24 October 2007) — the December 2006 Remaster sheet (re-edited 14 September 2007 with errata to #49): cover, set symbol and the slips shown below. Current copy: VirtualCards5.pdf (res.starwarsccg.org).
- ↑ June 03 Updates, swccgpc.com. Internet Archive capture 16 October 2003.
- ↑ starwarsccg.org (Internet Archive, 18 September 2009): the Players Committee realigned Virtual Sets 1–18 into thematic Virtual Blocks.