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CORUSCANT SPOILERS
LIGHT SIDE
Systems
?Coruscant - Parsec 0 [C]
Light (2): If you control, for each of your starships here, your
total power is +1 in battles at Coruscant sites.
Dark (1): If you control, for each of your starships here, your
total power is +1 in battles at Coruscant sites.
[Planet][Episode I]
?Malastare - Parsec 3 [U]
Light (2): If you have won a Podrace, Force drain +1 here.
Dark (1): If you have lost a Podrace, you may not draw more than one
battle destiny here.
[Planet][Episode I]
?Naboo - Parsec 5 [U]
Light (2): If you control, for each of your starships here, your
total power is +1 in battles at Naboo sites.
Dark (2): If you control, for each of your starships here, your
total power is +1 in battles at Naboo sites.
[Planet][Episode I]
?Tatooine - Parsec 7 [U]
Light (2): Your movement from here using hyperspeed requires -1 Force.
Dark (1): Unless your [Trade Federation] or [Independent] starship here, you may not draw more than one battle destiny here.
[Planet][Episode I]
Sites
?Coruscant: Docking Bay [C]
Light (1): Your docking bay transit from here requires 1 Force.
Dark (1): Your docking bay transit from here requires 2 Force.
[Exterior][Planet][Episode I]
?Coruscant: Jedi Council Chamber [R]
Light (3): [Episode I] Yoda may deploy here from Reserve Deck; reshuffle. Immune to Revolution.
Dark (0): Non-unique lightsaber Force drain bonuses everywhere are canceled.
[Interior][Planet][Episode I]
?Coruscant: Galactic Senate [C]
Light (1): During battles here, a character's power is equal to that character's politics.
Dark (1): During battles here, a character's power is equal to that character's politics.
[Exterior][Planet][Episode I]
?Naboo: Swamp Location [C]
Light (1): Your gungans are each power +1 and deploy -1 here.
Dark (1): Unless your battle droid present, Force drain -1 here.
[Exterior][Planet][Episode I]
?Naboo: Battle Plains [C]
Light (2): Once per game may take Gungan Energy Shield into hand from Reserve Deck; reshuffle.
Dark (2): Your tanks deploy +1 here.
[Exterior][Planet][Episode I]
?Naboo: Theed Palace Courtyard [C]
Light (2): Add 1 to each of your weapon destiny draws here.
Dark (1): (none)
[Exterior][Planet][Episode I]
?Naboo: Theed Palace Docking Bay [C]
Light (1): Your docking bay transit from here requires 1 Force.
Dark (1): Your docking bay transit from here requires 2 Force.
[Exterior][Interior][Planet][Episode I]
?Naboo: Theed Palace Throne Room [C]
Light (2): While you occupy, opponent's [Presence] droids require +1 Force
to move to here.
Dark (1): (none)
[Interior][Planet][Episode I]
?Tatooine: Marketplace [C]
Light (1): If you control, once during each of your control phases may use
2 Force to retrieve 1 Force.
Dark (1): If you control, once during each of your control phases may use
4 Force to retrieve 1 Force.
[Exterior][Planet][Episode I]
?Tatooine: Watto's Junkyard [C]
Light (1): While you occupy, Force generation +2 here. Immune to
Revolution.
Dark (1): If Watto present, Force drain +1 here and opponent's battle
destiny draws here are -2.
[Exterior][Planet][Episode I]
?Tatooine: Mos Espa Docking Bay [C]
Light (1): Your docking bay transit from here requires 1 Force.
Dark (1): Your docking bay transit from here requires 2 Force.
[Exterior][Interior][Planet][Episode I]
Jedi Masters
?Yoda, Senior Council Member [R]
Jedi Master-Destiny 1
Power: 3, Ability: 7 (Jedi Master), Deploy: 4, Forfeit: 7
[Episode I]
LORE: Senior Jedi Council member. Responsible for the early training of Obi-Wan
Kenobi. When Qui-Gon brought Anakin before the Council, Yoda voted not to
train the boy.
TEXT: Deploys only to Jedi Council Chamber. While at Jedi Council Chamber, you
lose no Force from Dagobah: Cave and, during your move phase, may use 4
Force to relocate your other Jedi here to any site you occupy. Immune to
attrition.
?Mace Windu [R]
Jedi Master-Destiny 1
Power: 6, Ability: 7 (Jedi Master), Deploy: 6, Forfeit: 7
[Warrior][Episode I]
LORE: Senior Jedi Council member who maintains rigorous adherence to the Code.
Sent Qui-Gon to Naboo to accompany the Queen and learn more about the
mysterious 'dark warrior'.
TEXT: Deploys +3 to any location except Jedi Council Chamber. While at Jedi
Council Chamber, immune to attrition and once during your control phase,
if Amidala at a battleground site and Maul not on table, opponent loses 2
Force.
?Plo Koon [R]
Jedi Master-Destiny 2
Power: 5, Ability: 7 (Jedi Master), Deploy: 6, Forfeit: 5
[Warrior][Episode I]
LORE: Kel Dor Jedi Council member descended from a long line of Jedi. Known for
exceptional sensory skills, Plo Koon's control of the Force is unmatched
by most.
TEXT: Deploys only to Jedi Council Chamber. While at Jedi Council Chamber,
immune to attrition and, once per turn if a weapon or battle destiny was
just drawn, may cancel and cause a re-draw.
?Depa Billaba [R]
Jedi Master-Destiny 2
Power: 4, Ability: 7 (Jedi Master), Deploy: 4, Forfeit: 6
[Warrior][Episode I]
LORE: Chalactan Jedi Master who was rescued by Mace Windu from space pirates
when she was six months old. Jedi Council member who is reknowned for her
insights.
TEXT: Deploys only to Jedi Council Chamber. While at Jedi Council Chamber,
immune to attrition and once per turn may use 1 Force to peek at the top
card of any Reserve Deck and place that card on top of owner's Reserve
Deck or Used Pile.
?Master Qui-Gon [R]
Jedi Master-Destiny 1
Power: 6, Ability: 7 (Jedi Master), Deploy: 8, Forfeit: 9
[Warrior][Episode I]
LORE: Jedi Master currently not on the Council. Although he serves the Council
well, there have been times when he has defied their wishes to pursue a
path he believes is right.
TEXT: Deploys -2 on Coruscant. If opponent's Dark Jedi on table, during your
move phase may use 4 Force to return Qui-Gon (and all cards on him) to
owner's hand. Immune to attrition and You Are Beaten.
Republic
?Ki-Adi-Mundi [U]
Republic-Destiny 2
Power: 5, Ability: 6 (Jedi Knight), Deploy: 5, Forfeit: 6
[Warrior][Episode I]
LORE: Cerean Jedi trained by Yoda since the age of four. Only Jedi Council
member who is a Jedi Knight. Freed his homeworld from a group of rogues
without any bloodshed.
TEXT: Deploys +3 if not to Jedi Council Chamber. While at a battleground site,
if opponent just initiated a battle at same or adjacent site, opponent
must lose top card of their Reserve Deck (if possible).
?Supreme Chancellor Valorum [R]
Republic-Destiny 3
Power: 2, Ability: 4, Politics: 5, Deploy: 4, Forfeit: 7
[Episode I]
LORE: Although Finis Valorum maintains the Galactic Senate's ultimate title,
his real power is mired by endless bureaucracy, petty corruption, and
incessant plotting.
TEXT: Agendas: justice, order. While in a senate majority, once per
turn may use 1 Force to cancel a battle destiny just drawn at another
site where you have a Republic Character. Opponent may use X Force;
Valorum is politics -X for remainder of turn.
?Tendau Bendon [U]
Republic-Destiny 2
Power: 3, Ability: 2, Politics: 2, Deploy: 2, Forfeit: 4
[Episode I]
LORE: Ithorian senator. Called on by his people to represent them in the
Senate, though his heart is not in politics. Voted against the taxation
of trade routes.
TEXT: Agendas: justice, peace. While in a senate majority, if you have at least
one card in hand, once during your control phase may place your hand in
Used Pile to draw up to four cards from Reserve Deck.
?Liana Merian [U]
Republic-Destiny 2
Power: 1, Ability: 3, Politics: 2, Deploy: 2, Forfeit: 5
[Episode I]
LORE: Alderaanian senator. Known for her efforts to promote peace throughout
the Republic by using her homeworld as an example.
TEXT: Agendas: peace, trade. While in a senate majority, once during opponent's
turn, target an opponent's just drawn battle destiny; opponent must use
or lose 2 Force or that battle destiny = 0.
?Senator Palpatine [R]
Republic-Destiny 3
Power: 1, Ability: 4, Politics: 4, Deploy: 3, Forfeit: 5
[Episode I]
LORE: Senator for the Naboo. Advised Amidala on actions required to highlight
their conflict with the Trade Federation. Watches young Skywalker's
future with great interest.
TEXT: Agendas: ambition, peace, order. While in a senate majority, once
per turn, if opponent just drew battle destiny, use 1 Force to add its
destiny number to your total power in that battle (you may not cancel
that draw). Amidala is politics +1 here.
?Horox Ryyder [C]
Republic-Destiny 3
Power: 1, Ability: 2, Politics: 2, Deploy: 2, Forfeit: 4
[Episode I]
LORE: Anx senator. Known for his patience, Horox exhibits unique insight into
many complicated Senate issues.
TEXT: Agendas: order, taxation, peace. While in a senate majority, opponent may
not draw more than one battle destiny at battleground systems, and you
may not cancel opponent's battle destiny draws at systems.
?Yarua [U]
Republic-Destiny 2
Power: 5, Ability: 3, Politics: 2, Deploy: 2, Forfeit: 4
[Episode I]
LORE: Kashyyyk's senior Wookiee senator. Believes that a thorough taxation plan
will assist funding of other worthwhile Republic programs. Despises the
corruption around him.
TEXT: Agendas: justice, taxation. While in a senate majority, retrieve 1 Force
when you initiate a Force drain at a battleground system. Once per turn,
may use 1 Force to target a senator present with a wealth agenda. Target
is politics -2 this turn.
?Mas Amedda [U]
Republic-Destiny 2
Power: 3, Ability: 2, Politics: 3, Deploy: 2, Forfeit: 5
[Episode I]
LORE: Chancellor's Chagrian advisor who maintains order in the Senate. Although
Senator Palpatine suggested he may be on the Trade Federation's payroll,
nothing has been proven yet.
TEXT: Agenda: order. If with Valorum, your Force generation at this location is
+1. While in a senate majority, once during your control phase, if you
occupy a battleground site and a battleground system, opponent loses 2
Force.
?Sei Taria [U]
Republic-Destiny 3
Power: 2, Ability: 2, Politics: 3, Deploy: 3, Forfeit: 5
[Episode I]
LORE: Valorum's female administrative aide who has studied the taxation bills.
After Valorum was voted out of his position as Chancellor, Sei chose to leave
political life.
TEXT: Agendas: peace, taxation. If with Valorum, your Force generation at
this location is +1. While in a senate majority, your Force drains are +1
at battleground systems while you control a battleground site.
?Captain Madakor [R]
Republic-Destiny 2
Power: 2, Ability: 2, Deploy: 2, Forfeit: 5
[Pilot][Warrior][Episode I]
LORE: Captain of the Radiant VII. Has gained her rank through consistent
excellent performance, and has one of the finest service records of all
Republic officers.
TEXT: Adds 2 to power of anything she pilots. While piloting Radiant VII and
you have no other starships at same system, opponent may not draw more
than one battle destiny here.
?Lieutenant Williams [U]
Republic-Destiny 3
Power: 2, Ability: 2, Deploy: 2, Forfeit: 4
[Pilot][Warrior][Episode I]
LORE: Pilot of the Radiant VII. Was personally requested by Captain Madakor to
assist in the transportation of the Jedi ambassadors.
TEXT: Adds 2 to power of anything he pilots. While piloting Radiant VII and you
have no other starships at same system, unless opponent has total ability
>6 piloting here, opponent's total battle destiny here is -3.
Coruscant Guard [C]
Republic-Destiny 3
Power: 2, Ability: 1, Deploy: 2, Forfeit: 4
[Warrior][Episode I]
LORE: Highly trained guard personnel play a valuable role in protecting the
various dignitaries and political figures that frequently have business
to attend to on Coruscant.
TEXT: Once per turn, may use 1 Force to add 2 to politics of one of your
senators present for remainder of turn. While present at Galactic Senate,
all characters without politics here are forfeit = 0 (except Coruscant
Guards).
?Queen Amidala, Ruler Of Naboo [R]
Republic-Destiny 3
Power: 2, Ability: 4, Politics: 3, Deploy: 2, Forfeit: 6
[Warrior][Episode I]
LORE: Naboo leader. Frustrated by the Trade Federation's control of her planet,
Amidala came to the Senate to plead her case in person.
TEXT: Agendas: justice, peace. While in a senate majority, once during
your control phase, may retrieve 1 Force for each Naboo site you control.
May be placed on your Political Effect instead of a senator. Immune to
attrition < 3.
?Captain Panaka [R]
Republic-Destiny 2
Power: 4, Ability: 3 (Force Attuned), Deploy: 4, Forfeit: 6
[Warrior][Episode I]
LORE: Leader of Amidala's royal guard who personally supervised the Queen's
weapon and self-defense training. Served under Captain Magneta before his
current assignment.
TEXT: Deploys -1 to same site as Amidala. Once per game, may deploy a blaster
on Panaka from Reserve Deck; reshuffle. Once per turn, if Panaka just
fired a blaster and 'hit' a character, opponent loses 2 Force.
?Sabe [R]
Republic-Destiny 3
Power: 1, Ability: 2, Deploy: 2, Forfeit: 2
[Episode I]
LORE: Female chosen as a handmaiden by Panaka due to her resemblance to
Amidala. Trained to play the role of the Queen whenever it is considered
that Amidala may be at risk.
TEXT: While at same site as Amidala, Sabe is power +2 and Amidala is immune to
attrition. When at a site, during your deploy phase may place Sabe out of
play to deploy Amidala to that site (for free) from your Reserve Deck
(reshuffle) or Lost Pile.
?Sache [U]
Republic-Destiny 3
Power: 1, Ability: 2, Deploy: 2, Forfeit: 2
[Episode I]
LORE: Handmaiden chosen by Captain Panaka for her strength and loyalty to
Naboo. Willing to protect the Queen, even with her life.
TEXT: While at same site as Amidala, Sache is power +2 and Amidala is defense
value +2. If just lost during a battle, may use 2 Force to take Sache
into hand.
?Yane [U]
Republic-Destiny 3
Power: 1, Ability: 2, Deploy: 2, Forfeit: 2
[Episode I]
LORE: The youngest handmaiden, Yane stayed behind on Naboo while Amidala
pleaded her case to the Galactic Senate. Musician.
TEXT: While at a Theed Palace site or same site as Amidala, opponent's Republic
characters are deploy +1 here and Yane is forfeit +3. If just lost during
a battle, may use 2 Force to place Yane in Used Pile.
?Ric Olie [R]
Republic-Destiny 2
Power: 3, Ability: 3 (Force Attuned), Deploy: 3, Forfeit: 6
[Pilot][Warrior][Episode I]
LORE: Leader of Bravo Squadron. Piloted Amidala's Royal Starship from Naboo so
that she could plead her case to the Senate. Was able to break the
blockade with a little help.
TEXT: Adds 3 to power of anything he pilots (or adds 4 if Queen's Royal
Starship). While piloting Queen's Royal Starship, once during a battle
Ric is in, may use X Force to reduce attrition against you by X.
Naboo Fighter Pilot [C]
Republic-Destiny 3
Power: 0, Ability: 2, Deploy: 2, Forfeit: 3
[Pilot][Episode I]
LORE: One of many pilots who assisted at the Battle of Naboo. Determined to
fight for the planet he's lived on all his life.
TEXT: Deploys -2 at Naboo. If just deployed aboard a N-1 starfighter, you may
activate 1 Force. Adds 2 to the power of any starfighter he pilots (or 3
if piloting a N-1 starfighter). Forfeit + 1 when forfeited during a
battle at a system.
Aliens
?Freon Drevan [U]
Alien-Destiny 3
Power: 2, Ability: 2, Deploy: 2, Forfeit: 4
[Episode I]
LORE: Xexto who had his business license revoked when his partner siphoned away
his credits, fled the system, and left him with the tax debt.
TEXT: Cancels game text of opponent's accountants and tax collectors at same or
adjacent site. While in a battle at a site, your battle destiny draws may
not be canceled, and you may not draw more than two battle destiny.
?Graxol Kelvyyn [U]
Alien-Destiny 3
Power: 1, Ability: 2, Deploy: 2, Forfeit: 3
[Episode I]
LORE: Gentle male Anx who enjoys the risk and reward of the Podraces. Has a bet
against Watto that Skywalker will win the Boonta Eve event.
TEXT: While at Podrace Arena, at end of opponent's turn: you retrieve 1 Force
if Anakin's Podracer is leading the Podrace, or you lose 1 Force if
Anakin's Podracer is losing the Podrace.
?Murr Danod [R]
Alien-Destiny 2
Power: 2, Ability: 3 (Force Attuned), Deploy: 3, Forfeit: 3
LORE: A peaceful Ithorian, Murr is a member of a Trade Guild based on an
Ithorian herd ship. He treats his customers honestly, but does like to
deal in 'grey' items. Smuggler.
TEXT: When at a site and opponent is losing force from Force drains at cloud sectors on same planet, lost force must come from Reserve Deck, if possible.
?Phylo Gandish [R]
Alien-Destiny 2
Power: 1, Ability: 4 (Force Sensitive), Deploy: 4, Forfeit: 4
LORE: Good-natured former pilot whose family owns a galactic transportation
company. Years of travel has her to learn many loopholes in spaceport
protocol.
TEXT: Deploys for free at a docking bay. Adds 3 to the power of anything she
pilots. While at opponent's docking bay, adds 2 to your Force drains
there, and your other characters there are defense value +1 and immune to
attrition < 4.
Gungan Warrior [C]
Alien-Destiny 3
Power: 2, Ability: 1, Deploy: 2, Forfeit: 3
[Warrior][Episode I]
LORE: Residing in the underwater city of Otoh Gunga, the Gungans established an
alliance with the Naboo to fight the Trade Federation's forceful
occupation of their planet.
TEXT: Deploys -1 to a Naboo site opponent occupies. While with another Gungan,
draws one battle destiny if unable to otherwise. Power +3 while armed
with an electropole.
Jawa [C]
Alien-Destiny 3
Power: 1, Ability: 1, Deploy: *, Forfeit: 1
[Episode I]
LORE: Always on the prowl, Jawas work hard for every credit they earn.
TEXT: Deploys only on Tatooine. *To deploy, requires 1 Force from each players'
Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent
just initiated a Force drain at adjacent site, may use 2 Force to reduce
it by 1.
Starships
?Queen's Royal Starship [R]
Starfighter: J-Type 327 Nubian-Destiny 2
Power: 3, Armor: 5, Hyperspeed: 7, Deploy: 4, Forfeit: 7
[Nav Computer][Republic][Episode I]
LORE: Chromium-plated, sleek transport ship used by the royalty of the Naboo.
Spaceframe was designed around a J-type configuration.
TEXT: May add 2 pilots and 5 passengers. Weapons may not deploy on this
starship. While Ric piloting, draws one battle destiny if unable to
otherwise, and immune to Lateral Damage and attrition < 4.
Republic Cruiser [C]
Starfighter: Corellian Republic Cruiser-Destiny 1
Power: 3, Armor: 4, Hyperspeed: 4, Deploy: 3, Forfeit: 6
[Permanent Pilot][Nav Computer][Republic][Episode I]
LORE: Manufactured by Corellian Engineering Corporation, this consular ship
design serves the Republic for a variety of dignitary transportation and
diplomatic missions.
TEXT: May add 1 pilot and 3 passengers. Permanent pilot provides ability of 2.
Has ship-docking capability. While at same system as opponent's
battleship, opponent's battle destiny draws are each -1 here.
?Radiant VII [R]
Starfighter: Corellian Republic Cruiser-Destiny 1
Power: 5 Armor: 4 Hyperspeed: 4 Deploy: 4 Forfeit: 7
[Nav Computer][Republic][Episode I]
LORE: Optimized for diplomatic missions with sensor-proof pods that have
ejection capabilities. Easily identified by its red coloration.
TEXT: May add 3 pilots and 3 passengers. Has ship-docking capability. While
Madakor or Williams piloting, immune to Lateral Damage and attrition < 5.
Naboo Defense Fighter [C]
Starfighter: N-1 Starfighter-Destiny 3
Power: 2 Maneuver: 4 Hyperspeed: 3 Deploy: 1 Forfeit: 3
[Permanent Pilot][Nav Computer][Republic][Episode I]
LORE: Part of the Royal Naboo Air Security Forces. Designed by Theed Palace
Space Vessel Engineering Corps and used in the attack on the Trade
Federation Droid Control Ship.
TEXT: Permanent pilot provides ability of 1. May add 1 pilot (suspends
permanent pilot). Power +1 at Naboo system. While with another N-1
starfighter, draws one battle destiny if unable to otherwise.
Weapons
?Panaka's Blaster [R]
Character Weapon-Destiny 4
LORE: Naboo blaster personally modified by Captain Panaka. Boosted by extra
power packs that allow it to maintain sustained fire in tense situations.
TEXT: Deploy on Panaka. May target a character, creature, or vehicle for free.
Draw destiny. Target hit if destiny +2 > defense value. When this blaster
hits a character or vehicle in battle, your total power here is +3 for
remainder of battle.
Naboo Blaster Rifle [C]
Character Weapon-Destiny 2
LORE: Standard issue blaster given to Naboo security volunteers. Noted for its
effectiveness in battle and cheap manufacturing cost.
TEXT: Use 1 Force to deploy on your warrior. May target a character, creature,
vehicle using 1 Force. Draw destiny. Target hit if destiny +2 > defense
value.
Naboo Security Officer Blaster [C]
Character Weapon-Destiny 5
LORE: Used primarily by high-ranking Naboo security officers, and known for its
precision targeting.
TEXT: Use 1 Force to deploy on your warrior. May target a character, creature,
vehicle for free. Draw destiny. Add 1 if fired by a leader. Target hit if
total destiny > defense value.
Effects
A Tragedy Has Occurred [U]
Effect-Destiny 5
[Episode I]
LORE: Senator Palpatine was quick to point out the aggressions of the Trade
Federation in front of the Galactic Senate.
TEXT: Deploy on table. Once per game, may use 1 Force to stack one Interrupt
just played here. To play any new Interrupt of the same name, player must
first stack it here and use +1 Force for each Interrupt in stack, even if
Interrupt is normally free. (Immune to Alter.)
???A Vergence In The Force [U]
Immediate Effect-Destiny 5
[Episode I]
LORE: "A vergence, you say?"
TEXT: If you just lost more than 2 Force to a Force drain, deploy on opponent's
location. You lose no more than 1 Force from Force drains here. At any
time, you may place Immediate Effect in Used Pile to draw two cards from
top of Reserve Deck.
?Another Pathetic Lifeform [U]
Effect-Destiny 5
[Episode I]
LORE: Young Obi-Wan has much to learn about the living Force. Patience with
others is also high on that list.
TEXT: Deploy on table. Once during each of opponent's turns, if you occupy a
battleground site, may activate 1 Force. While opponent has a non-unique
alien or non-unique starfighter in battle, opponent may not draw more
than two battle destiny. (Immune to Alter.)
?Ascertaining The Truth [U]
[Episode I]
LORE: Political Effect-Destiny 3
"We must move quickly to stop the Trade Federation."
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to subtract 3 from any battle destiny just drawn. If an order agenda
here, during your move phase you may peek at top 2 cards of any Reserve
Deck; replace in any order.
?Battle Plan & ?Draw Their Fire [R]
Effect-Destiny 5
TEXT: Deploy on table. You may initiate battles for free. During a battle you
initiate, each time opponent plays an interrupt, opponent must first use
1 Force. For either player to initiate a Force drain, that player must
first use 3 Force unless that player occupies a battleground site and a
battleground system. (Immune to Alter.)
?Credits Will Do Fine [C]
Effect-Destiny 3
[Episode I]
LORE: "No, they won't!"
TEXT: Use 2 Force to deploy on table. If you just initiated a Force drain (or
won a battle) at Watto's Junkyard, opponent loses 1 Force (cannot be
reduced) and stacks lost card here face down. (Immune to Alter.)
?I Will Not Defer [U]
Political Effect-Destiny 3
[Episode I]
LORE: "I've come before you to resolve this attack on our sovereignty now."
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to add 2 to your next Force drain at a battleground this turn. If a
peace agenda here, once per turn you may activate up to 2 Force when
opponent initiates battle.
?Insurrection & Aim High [R]
Effect-Destiny 5
TEXT: Deploy on table. Unique (?) Rebels of ability < 3 are forfeit +1. Nabrun
Leids and Elis Helrot are limited to owner's move phase and exterior
sites only. Once during each of your deploy phases, may deploy one
docking bay from Reserve Deck; reshuffle. When opponent retrieves X
cards, opponent must first use X Force or that retrieval is canceled.
(Immune to Alter.)
?Plea To The Court [U]
Political Effect-Destiny 3
[Episode I]
LORE: Amidala did not hold much hope in the options she had. Regardless of how
limited the choices, she had to choose one path to try and avert disaster
befalling Naboo.
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to cancel an opponent's Force drain. If a justice agenda here,
during a battle where opponent has a weapon and you do not, may cancel a
just drawn weapon destiny to cause a re-draw.
Secure Route [U]
Effect-Destiny 4
[Episode I]
LORE: Maintaining unimpeded control of vital transportation channels can
strengthen and secure surrounding areas.
TEXT: Deploy on a docking bay you control. No Force drains here. Trample may
not target a character at this site. Your Force drains are +2 at adjacent
non-docking bay battleground sites. Place Effect in Used Pile if opponent
controls this location.
?Security Control [U]
Effect-Destiny 4
[Episode I]
LORE: Actions borne of the love for one's planet can heavily outweigh those
generated from simple battle orders.
TEXT: Deploy on table. Your unique (?) Republic characters of ability < 4 are
forfeit +2. Unless Insurrection on table, once during each of your deploy
phases, may deploy one docking bay from Reserve Deck; reshuffle. (Immune
to Alter.)
?The Gravest Of Circumstances [U]
Political Effect-Destiny 3
[Episode I]
LORE: "The Naboo system has been invaded by the droid armies of the Trade
Federation."
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to add 3 to a battle destiny just drawn. If a taxation agenda here,
during your turn may place any one card from hand on Used Pile; opponent
must use 1 Force or lose 1 Force.
?Thrown Back [C]
Effect-Destiny 3
[Episode I]
LORE: Being sent to dispose of two Jedi is the battle droid equivalent of a
really bad day at the office.
TEXT: Use 3 Force to deploy on table. During your move phase, if opponent has
13 or more cards in hand, you may use 4 Force to place all but 8 (random
choice) in Used Pile. Once during any control phase, you may place up to
three cards from hand in Used Pile.
?We're Leaving [C]
Effect-Destiny 2
[Episode I]
LORE: Qui-Gon realized that sometimes it's best to just leave, before any more
damage is done.
TEXT: Use 3 Force to deploy on table. If you just forfeited all your cards that
participated in a battle that opponent initiated, you may place this
Effect out of play to cancel all remaining battle damage. (Immune to
Alter.)
?You've Got A Lot Of Guts Coming Here [R]
Effect-Destiny 3
LORE: The Empire, Lando Calrissian, Jabba the Hutt. For Han Solo, it can be
very hard to tell when your past is going to catch up with you.
TEXT: Deploy on table. Unique (?) Rebels of ability = 3 are power and forfeit
+1 (or power and forfeit +2 if at a Cloud City or Jabba's Palace site).
While Han at a battleground, opponent retrieves no Force from Scum And
Villainy. (Immune to Alter.)
?Your Insight Serves You Well & Staging Areas [R]
Effect-Destiny 5
TEXT: Deploy on table. Your Force generation is +1 at each docking bay you
occupy. Opponent's Dark Jedi are defense value -1. Scanning Crew and
3,720 to 1 are canceled. You may place Effect in Lost Pile to take one
[Endor] or [DSII] Effect that deploys for free into hand from Reserve
Deck; reshuffle. (Immune to Alter.)
Interrupts
??All Wings Report In & Darklighter Spin [R]
Used Or Lost Interrupt-Destiny 5
USED: Take one unique (?) unpiloted starfighter into hand from Reserve
Deck; reshuffle.LOST: During a battle at a system or sector, if you are
about to draw a card for battle destiny, you may instead use the maneuver
number of your unique (?) starfighter in that battle.
Alter [U]
Lost Interrupt-Destiny 4
[Episode I]
LORE: The Force can be used to affect the things around a Jedi. "Always
remember, your focus determines your reality.
Target an Effect, Utinni Effect, or Political Effect (even if just being
deployed), and one of your characters on table. Draw destiny. If destiny
< ability of character, target Effect is canceled. OR Cancel Sense.
?Are You Brain Dead?! [R]
Used Or Lost Interrupt-Destiny 5
[Episode I]
LORE: "I'm not going in there with two Jedi!"
USED: Target your [Episode I] Jedi defending a battle. Target is immune
to attrition for rest of turn (unless Dark Jedi present). LOST: In a
battle you lost, place a Jedi Council Member you just forfeited in Used
Pile to cancel all battle damage and attrition against you.
?Baseless Accusations [C]
Lost Interrupt-Destiny 5
[Episode I]
LORE: The first step in removing a political opponent is to bring their
reputation into question.
During any control phase, target an opponent's senator present with your
character with politics at Galactic Senate. For remainder of turn,
target's game text is canceled and target is politics = 0.
Control [U]
Lost Interrupt-Destiny 2
[Episode I]
LORE: Qui-Gon's sense of control assisted him in his final confrontation with
Darth Maul. The ability to heal oneself in battle, mentally and
physically, can be a huge advantage.
Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or
Mobile Effect (even if just deployed), or Force drain.
?I've Decided To Go Back [C]
Used Or Lost Interrupt-Destiny 4
[Episode I]
LORE: "This is your arena. I feel I must return to mine."
USED: During your move phase, take one of your characters with politics
at Galactic Senate into hand. LOST: If you have a Republic character with
politics in battle at a site, add one battle destiny; that character is
power and politics = 0 until end of turn.
?Inconsequential Barriers [C]
Used Interrupt-Destiny 4
[Episode I]
LORE: The lightsaber is an extremely versatile weapon, making a Jedi a rather
difficult opponent to slow down. "This is impossible!"
Cancel Republic Barrier, None Shall Pass, or Set For Stun. OR Peek at the
top card of your Force Pile; either return it, or place it under your
Force Pile or Reserve Deck.
?Might Of The Republic [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: Despite its current reputation, the Republic still has able citizens that
are willing to try and fight the injustices before them.
Once per game, retrieve 1 Force for each of your senators at Galactic
Senate. (Immune to Sense.) OR Take one <84jj>senator (or Coruscant Guard, Sei
Taria or Mas Amedda) into hand from Reserve Deck; reshuffle.
?Mindful Of The Future [C]
Used Or Starting Interrupt-Destiny 5
[Episode I]
LORE: "But not at the expense of the moment."
USED: Use 2 Force to deploy a unique (?) battleground not on table, from
Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one
Effect which deploys on table (or your side of table) and has no deploy
cost;. Place Interrupt in Lost Pile.
?My Loyal Bodyguard [U]
Used Interrupt-Destiny 5
[Episode I]
LORE: Amidala's handmaidens served more functions than a casual observer would
ever notice.
Deploy a handmaiden to Amidala's location from Reserve Deck; reshuffle.
OR If opponent just initiated battle at same site as your handmaiden and
Amidala, add one battle destiny.
?New Leadership Is Needed [C]
Used Interrupt-Destiny 5
[Episode I]
LORE: The political process in the Republic is one whereby even the most
powerful positions are fraught with peril.
If you have a senate majority, activate 1 Force. OR If your opponent has
a senate majority, place your character with politics at Galactic Senate
in Used Pile to place an opponent's character present (your choice) in
opponent's Used Pile. (Immune to Sense.)
?Odin Nesloor [U]
Used Interrupt-Destiny 4
[Episode I]
LORE: Odin's family mysteriously disappeared during a hyperspace jump. He
scours the galaxy for information on them, and his best lead has brought
him to Tatooine.
During your move phase, target any or all of your characters at one
exterior site to 'transport' (relocate) to another exterior site. Draw
destiny. Use that much Force to 'transport,' or place Interrupt in Lost
Pile.
??Rebel Artillery [R]
Used Interrupt-Destiny 7
LORE: The Rebel Alliance utilizes every piece of equipment, ammunition and
personnel it can muster.
During your control phase, if you have a weapon (except a lightsaber, or
[Permanent Weapon]) at a battleground you control, opponent loses one
Force. OR If you just used a weapon (except a lightsaber, or [Permanent Weapon]) to
hit a character or starship, loses one Force. (Immune to Sense.)
?Reveal Ourselves To The Jedi [C]
Used Or Lost Interrupt-Destiny 2
[Episode I]
LORE: Darth Maul was eager to make his presence known.
Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards
there, place this Interrupt in Used Pile. Otherwise USED: place a card
revealed in opponent's Used Pile, LOST: all cards opponent has two or
more of are lost. (Immune to Sense.)
Sense [U]
Lost Interrupt-Destiny 3
[Episode I]
LORE: Yoda calls upon the Force often to try and foresee what destiny has in
store.
If opponent just played an Interrupt (or just initiated a 'react'),
target one of your characters on table. Draw destiny. If destiny <
ability of target, that Interrupt (or 'react') is canceled. OR Cancel
Alter.
?Speak With The Jedi Council [R]
Used Or Lost Interrupt-Destiny 4
[Episode I]
LORE: Qui-Gon knew that urgency was required. What had transpired on Tatooine
demanded the attention of the Council.
USED: If the Jedi Council Chamber is not on table, you may deploy it from
Reserve Deck; reshuffle. LOST: Deploy one Jedi Council member to the Jedi
Council Chamber from Reserve Deck; reshuffle.
?Stay Here, Where It's Safe [C]
Used Interrupt-Destiny 4
[Episode I]
LORE: Having enforced a momentous change upon the Senate, the headstrong Queen
then wished to return to Naboo and do the same.
Target your character with a peace or order agenda. Draw destiny. For
remainder of turn, target is power + X (or politics +X if at Galactic
Senate) and immune to attrition < X, where X = destiny number of the card
drawn. (Immune to Sense.)
?Vote Now! [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: "Vote now! Vote now! Vote now!"
During your control phase, draw destiny. If destiny > 2, draw up to X
cards (maximum 4) from Reserve Deck, where X = your total politics at
Galactic Senate minus opponent's total politics at Galactic Senate.
?We Wish To Board At Once [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: Ambassadors carry a certain amount of political power. Jedi ambassadors
carry a lot more.
Use 3 Force to take one Effect of any kind into hand from your Reserve
Deck; reshuffle. OR Take Radiant VII, or one Interrupt with the word
"Podracer(s)" in its game text, into hand from Reserve Deck; reshuffle.
Objectives
Plead My Case To The Senate [U]
Destiny 0
Deploy Galactic Senate and any other [Episode I] location.
For remainder of game, Rebel and Imperial leaders of ability < 4 are
politics +2. Counter Assault and Surprise Assault are canceled. You may
deploy cards on your Political Effects to table. At Galactic Senate,
weapon destiny draws are -6, creatures are lost and game text of
non-Republic characters is canceled.
Flip this card if you have 3 senators (or 2 senators, at least one with a
peace agenda) at Galactic Senate.
Sanity And Compassion
Destiny 7
While this side up, once during your control phase may use 3 Force to
place up to two random cards from opponent's hand into their Used Pile.
Once per turn may take a Political Effect into hand from Reserve Deck;
reshuffle. Your senators are destiny +2 (or +3 for any character with an
order agenda) when drawn for battle or weapon destiny. May use 2 Force at
end of a turn to place all cards on your Political Effects into Used
Pile.
Flip this card if you have less than two senators at Galactic Senate.
The Hyperdrive Generator's Gone [U]
Destiny 0
Deploy Watto's Junkyard, City Outskirts, and Credits Will Do Fine.
For remainder of game, you may not deploy cards with ability except
unique (?) aliens, Republic characters and starships, and [Episode I]
Jedi. Your Destiny is suspended.
While this side up, once per game may take Coruscant and/or Tatooine
system into hand from Reserve Deck; reshuffle. You may not deploy any
systems. Maul is immune to attrition.
Flip this card if there are 4 or more cards beneath Credits Will Do Fine.
We'll Need A New One
Destiny 7
While this side up, your unique (?) Republic characters are power +1 and
forfeit +2. Aliens may not have their deploy cost modified and Republics
deploy +1 to Tatooine sites. Whenever you draw battle destiny, may
retrieve 1 Force (Force retrieved in this way may be taken into hand.)
While Queen's Royal Starship at a planet system, once during each of
opponent's control phases may activate up to 2 Force. Once during each of
your control phases, loses 1 Force for each battleground site you occupy
with a senator.
DARK SIDE
Systems
?Coruscant - Parsec 0 [C]
Dark (2): If you control, for each of your starships here, your
total power is +1 in battles at Coruscant sites.
Light (1): If you control, for each of your starships here, your
total power is +1 in battles at Coruscant sites.
[Planet][Episode I]
?Malastare - Parsec 3 [U]
Dark (2): If you control, during your control phase may deploy Watto's Box
(regardless of your current race total).
Light (1): If you control, may use 4 Force to cancel Watto's Box.
[Planet][Episode I]
?Naboo - Parsec 5 [U]
Dark (2): If you control, for each of your starships here, your
total power is +1 in battles at Naboo sites.
Light (2): If you control, for each of your starships here, your
total power is +1 in battles at Naboo sites.
[Planet][Episode I]
?Tatooine - Parsec 7 [U]
Dark (2): While you occupy, opponent's starship movement from here
requires +1 Force. If Maul here, Force drain +1 here.
Light (1): Your movement to here using hyperspeed requires -1 Force.
[Planet][Episode I]
Sites
?Coruscant: Docking Bay [C]
Dark (1): Your docking bay transit from here requires 1 Force.
Light (1): Your docking bay transit from here requires 2 Force.
[Exterior][Planet][Episode I]
?Coruscant: Galactic Senate [C]
Dark (1): During battles here, a character's power is equal to that character's politics.
Light (1): During battles here, a character's power is equal to that character's politics.
[Exterior][Planet][Episode I]
?Naboo: Swamp Location [C]
Dark (1): If your battle droid present, Force drain +1 here.
Light (1): If your Gungan present, Force drain +1 here.
[Exterior][Planet][Episode I]
?Naboo: Battle Plains [C]
Dark (2): Unless Gungan Energy Shield on table, your tanks are each power
+2 here.
Light (2): Once per game may take Gungan Energy Shield into hand from
Reserve Deck; reshuffle.
[Exterior][Planet][Episode I]
?Naboo: Theed Palace Courtyard [C]
Dark (2): During your move phase, may move your characters from here to
any interior Naboo site.
Light (1): Add 1 to each of your weapon destiny draws here.
[Exterior][Planet][Episode I]
?Naboo: Theed Palace Docking Bay [C]
Dark (1): Your docking bay transit from here requires 1 Force.
Light (1): Your docking bay transit from here requires 2 Force.
[Exterior][Interior][Planet][Episode I]
?Naboo: Theed Palace Throne Room [C]
Dark (2): If Haako or Gunray present, Force drain +1 here.
Light (1): Unless Amidala present, Force drain -1 here.
[Interior][Planet][Episode I]
?Tatooine: Marketplace [C]
Dark (1): If you occupy, once during each of your control phases may use
3 Force to retrieve 1 Force.
Light (1): If you occupy, once during each of your control phases may use
5 Force to retrieve 1 Force.
[Exterior][Planet][Episode I]
?Tatooine: Watto's Junkyard [C]
Dark (2): Once per game, may deploy Watto here from Reserve Deck;
reshuffle. Watto deploys -2 here.
Light (1): While Watto here, you may not draw battle destiny here.
[Exterior][Planet][Episode I]
?Tatooine: Mos Espa Docking Bay [C]
Dark (1): Your docking bay transit from here requires 1 Force.
Light (1): Your docking bay transit from here requires 2 Force.
[Exterior][Interior][Planet][Episode I]
?Blockade Ship: Bridge [R]
Dark (2): While you control with Haako, Gunray, or Dofine , your
[Presence] droids are power +1.
Light (0): Unless your Jedi here, Force drain -1 here.
[Interior][Mobile][Episode I]
Sith
?Darth Maul, Young Apprentice [R]
Darth Maul-Destiny 1
Power: 7, Ability: 6 (Dark Jedi), Deploy: 7, Forfeit 8
[Pilot][Warrior][Episode I]
LORE: Fueled by a hatred of the Jedi and an arsenal of dark abilities, this
Sith warrior is a powerful weapon for his dark mentor, Darth Sidious.
TEXT: Deploys -2 to Coruscant. When Maul swings a lightsaber at a Jedi, each
weapon destiny draw is +1. If Maul hits a Jedi Master during battle, that
Jedi Master is power -3 for remainder of battle. Immune to Clash Of
Sabers and attrition < 5.
Republic
?Yeb Yeb Adem'thorn [C]
Republic-Destiny 3
Power: 1, Ability: 2, Politics: 2, Deploy: 2, Forfeit 4
[Episode I]
LORE: Senator who opposes the taxation of trade routes. Some say that a recent
move from his homeworld to a luxurious Coruscant abode is evidence of his
corruption.
TEXT: Agendas: trade, wealth. While in a senate majority, once during your
turn, may peek at top card of opponent's Reserve Deck; return that card
or lose 1 Force to make it lost.
?Passel Argente [C]
Republic-Destiny 2
Power: 1, Ability: 2, Politics: 2, Deploy: 2, Forfeit 3
[Episode I]
LORE: A senator known for his ability to deflect blame. It is rumored that
Argente receives kickbacks from a few corporations to thwart other
companies' developments.
TEXT: Agendas: ambition, taxation. While in a senate majority, opponent's
non-unique starships and non-unique vehicles are each deploy +2 and power
-1. Argente is politics +X, where X = number of opponent's senators at
same site.
?Lott Dod [R]
Republic-Destiny 2
Power: 1, Ability: 3, Politics: 4, Deploy: 2, Forfeit 5
[Episode I]
LORE: Primary Neimoidian senator who represents the Trade Federation in the
Galactic Senate. Thwarted attempts by Amidala to end the blockade of
Naboo.
TEXT: Agendas: ambition, blockade, trade. While in a senate majority, once
during your control phase, may search your Force Pile and take any one
card there into hand; reshuffle. While at Galactic Senate, your other
Neimoidians are forfeit +2.
?Edcel Bar Gane [C]
Republic-Destiny 3
Power: 1, Ability: 2, Politics: 2, Deploy: 3, Forfeit 5
[Episode I]
LORE: Senator from the planet Roona. One of the first to support Amidala's
motion for a vote of no confidence in Supreme Chancellor Valorum.
Intolerant of other species.
TEXT: Agenda: ambition. While in a senate majority, opponent may not draw more
than one battle destiny in battles at battleground sites and you may not
cancel opponent's battle destiny draws at sites.
?Aks Moe [R]
Republic-Destiny 2
Power: 3, Ability: 3, Politics: 3, Deploy: 2, Forfeit 5
[Episode I]
LORE: Gran senator from Malastare. A skillful politician who demanded that a
commission be sent to Naboo to investigate the alleged occupation there.
TEXT: Agendas: ambition, blockade. While in a senate majority, your capital
starships are each power +2, and your Force drains are +1 at each
battleground system where you occupy a related site.
?Orn Free Taa [C]
Republic-Destiny 4
Power: 1, Ability: 3, Politics: 2, Deploy: 1, Forfeit 4
[Episode I]
LORE: Obese Rutian Twi'lek senator. Once a tax collector, he has used his
connections and political power to fuel a myriad of devious plots for
whomever can make him the highest offer.
TEXT: Agendas: taxation, wealth. While in a senate majority, once per turn may
take your just drawn battle destiny into hand. During opponent's deploy
phase, may use X Force to place Taa in your Used Pile. (X = cards in
opponent's Force Pile.)
?Tikkes [C]
Republic-Destiny 2
Power: 3, Ability: 2, Politics: 2, Deploy: 3, Forfeit 6
[Episode I]
LORE: Quarren senator elected by the people of Mon Calamari. Has amassed
considerable wealth through a multitude of political deals, but still
moves to gain more.
TEXT: Agenda: wealth. While in a senate majority, your Force generation is +2
at battlegrounds you control, and Honor Of The Jedi is suspended. Once
during your deploy phase, may draw bottom card of your Force Pile into
hand.
?Toonbuck Toora [U]
Republic-Destiny 3
Power: 2, Ability: 3, Politics: 2, Deploy: 2, Forfeit 3
[Episode I]
LORE: Female senator and member of her planet's ruling class. Her original
optimism in the political process has been eroded by witnessing bribery,
corruption and petty bickering.
TEXT: Agendas: ambition, taxation, wealth. While in a senate majority, once per
turn may add 1 to your total attrition in battle for each character with
an ambition agenda at Galactic Senate.
?Baskol Yeesrim [U]
Republic-Destiny 3
Power: 2, Ability: 3, Politics: 2, Deploy: 3, Forfeit 5
[Episode I]
LORE: Gran senator who is part of the Malastare delegation. Supported Aks Moe's
suggestion for a commission to be sent to Naboo.
TEXT: Agenda: blockade. While in a senate majority, once during your control
phase opponent loses 1 Force for each Naboo location you control.
?Nute Gunray [R]
Republic-Destiny 3
Power: 3, Ability: 4 (Force Sensitive), Deploy: 3, Forfeit 6
[Episode I]
LORE: Commanding Viceroy of the Trade Federation forces assigned to the
blockade of Naboo. Takes for his own actions. Neimoidian leader.
TEXT: Your destroyer droids and battle droids are each forfeit +1 at same and
related sites. While aboard Blockade Flagship, opponent's Jedi may not
move or deploy to Bridge, and your destroyer droids are destiny +3 if
drawn for battle destiny.
?Rune Haako [R]
Republic-Destiny 2
Power: 2, Ability: 3 (Force Attuned), Deploy: 3, Forfeit 6
[Episode I]
LORE: Trade Federation settlement officer serving as legal council to Viceroy
Gunray. Reputed to have one of the sharpest legal minds in all of the
Republic. Neimoidian.
TEXT: While in battle, may choose one number. If next card opponent draws for
destiny this battle has a printed destiny number matching this choice,
that destiny is reduced to zero. If you just initiated a battle at same
or adjacent site, retrieve 1 Force.
?Daultay Dofine [R]
Republic-Destiny 2
Power: 2, Ability: 3 (Force Attuned), Deploy: 2, Forfeit 4
[Episode I]
LORE: Neimoidian Trade Federation captain who gained his current position
through political backstabbing and family connections. Not favored by
Darth Sidious.
TEXT: At start of your draw phase, if you have no cards in your Force Pile may
activate up to two Force. If your just drawn destiny was a destroyer
droid or battle droid, once per turn you may take that card into hand to
cancel that destiny and re-draw.
?Tey How [U]
Republic-Destiny 2
Power: 1, Ability: 2, Deploy: 2, Forfeit 3
[Pilot][Episode I]
LORE: Neimoidian Trade Federation communications officer to Nute Gunray. Had
audio and visual mechanics surgically implanted to assist her in
shipboard operations.
TEXT: Adds 2 to the power of anything she pilots. While aboard a battleship,
whenever you must lose Force from a Force drain at a system within 2
parsecs of How, may use X Force to reduce the loss by X.
Neimoidian Pilot [C]
Republic-Destiny 3
Power: 0, Ability: 2, Deploy: 2, Forfeit 2
[Pilot][Episode I]
LORE: Trade Federation Neimodian pilots are some of the most desired in the
galaxy due to their willingness to follow orders.
TEXT: Deploys -2 at Naboo. When deployed aboard your battleship, you may
activate 1 Force. Adds 2 to the power of any starship he pilots. Forfeit
+2 while piloting.
Coruscant Guard [C]
Republic-Destiny 3
Power: 2, Ability: 1, Deploy: 2, Forfeit 4
[Warrior][Episode I]
LORE: Coruscant Guards are an elite force whose assignments include the
protection of important political figures, as well as the policing of
Coruscant's higher profile city districts.
TEXT: Once per turn, may use 1 Force to add 2 to politics of one of your
senators present for remainder of turn. While present at Galactic Senate,
all characters without politics here are forfeit = 0 (except Coruscant
Guards).
?Keder The Black [R]
Republic-Destiny 1
Power: 4, Ability: 3 (Force Attuned), Deploy: 4, Forfeit 4
[Warrior][Episode I]
LORE: A highly paid assassin and spy, Keder has infiltrated the Senate
disguised as a Coruscant Guard. The identity of his target and his
employer remains a mystery to all but him.
TEXT: Deploys only to a site as an Undercover spy (-2 on Coruscant). During
your control phase, may 'break cover' to target one character with
politics present. Draw destiny. If destiny +1 > target's politics, target
and Keder are lost.
Aliens
?Chokk [U]
Alien-Destiny 3
Power: 4, Ability: 1, Armor: 4, Deploy: 3, Forfeit: 3
[Warrior][Episode I]
LORE: Klatooinian bodyguard currently in the paid service of Jabba the Hutt.
Chokk takes pride in his work, and he is very good at it.
TEXT: Each of your alien leaders present is defense value +2. Power +3 while
defending a battle. Adds 2 to his total weapon destiny when firing a
blaster. Your characters present may not have their forfeit value
reduced.
?Gardulla The Hutt [U]
Alien-Destiny 2
Power: 3, Ability: 3 (Force-Attuned), Deploy: 3, Forfeit: 5
[Episode I]
LORE: Well-known as a gambler and a gangster. Gardulla was a former owner of
Shmi and Anakin Skywalker, before losing them in a bet to the Toydarian
junk dealer, Watto.
TEXT: When you retrieve Force from Boonta Eve Podrace, any or all of your
retrieved Force may be taken into hand. Once during your control phase,
may use 1 Force; opponent draws one destiny. If destiny > 2, you retrieve
1 Force. Otherwise, lose 1 Force.
?Grotto Werribee [R]
Alien-Destiny 1
Power: 2, Ability: 4 (Force Sensitive), Deploy: 4, Forfeit: 3
[Pilot][Episode I]
LORE: Once a junior traffic controller for an interstellar shipping
corporation, Grotto brags that there is nothing about docking bay
procedure that he doesn't know. Information broker.
TEXT: Deploys -1 to a docking bay. Adds 2 to the power of anything he pilots.
While at opponent's docking bay, adds 2 to your Force drains there, and
your vehicles and other characters there are immune to attrition < 4.
?Televan Koreyy [R]
Alien-Destiny 2
Power: 2, Ability: 2, Deploy: 0, Forfeit: 3
[Episode I]
LORE: Leader of Tatooine's Street Performers And Panhandlers' Guild. Televan
can survive on almost nothing, and he keeps tight controls on other Guild
members. Information broker.
TEXT: Beggar and Frozen Assets are canceled. Your thieves, gamblers, and
information brokers at related Tatooine sites are power +1. While at
Cantina, Mos Espa, or Marketplace, may draw one battle destiny if not
able to otherwise.
?Yade M'rak [U]
Alien-Destiny 3
Power: 2, Ability: 2, Deploy: 2, Forfeit: 4
[Pilot][Warrior][Episode I]
LORE: Corellian gambler with an addiction to Podrace betting. Has lost most of
his belongings to Gardulla. Still operates as a smuggler of black market
weaponry.
TEXT: Adds 2 to power of anything he pilots. Once per turn, may take a just
drawn race destiny into hand. Once during a battle Yade is in at a system
may use 2 Force to draw destiny. If destiny is odd, add one battle
destiny; if even, destiny into hand.
Jawa [C]
Alien-Destiny 3
Power: 1, Ability: 1, Deploy: *, Forfeit: 1
[Episode I]
LORE: Every now and then, Jawas will pause in their scavenging duties to take
in a Podrace. Many believe this is only because they want to be first to
a crash scene.
TEXT: Deploys only on Tatooine. * To deploy, requires 1 Force from each players'
Force Pile. Power +1 on Tatooine. While with another Jawa, if opponent
just initiated a Force drain at adjacent site, may use 2 Force to reduce
it by 1.
Tusken Raider [C]
Alien-Destiny 3
Power: 2, Ability: 1, Deploy: 2, Forfeit: 2
[Episode I]
LORE: Tusken Raiders are constantly taking bets to see who can hit the most
Podracers on the Boonta Eve racetrack.
TEXT: While at Podrace Arena, if opponent just placed race destiny on their
Podracer, once per turn may use 3 Force to 'shoot' (no other Tusken
Raiders may "shoot" this turn.) Draw destiny. If destiny > 3, place race
destiny in opponent's hand.
Droids
Destroyer Droid [R]
Droid-Destiny 2
Power: 3, Armor: 3 (Destroyer Droid) Deploy: 3 Forfeit: 3
[Permanent Weapon][Presence][Episode I]
LORE: These Trade Federation droids are basically a mobile weapons platform.
They were commissioned by the Trade Federation from the Colicoids of
Colla IV.
TEXT: Permanent weapon is Twin Cannons (may target a character or vehicle using
1 Force; draw destiny; if destiny > defense value, target hit and
opponent loses 1 Force). While with another destroyer droid, draws one
battle destiny if not able to otherwise.
?P-59 [R]
Droid-Destiny 3
Power: 4, Armor: 4 (Destroyer Droid) Deploy: 4 Forfeit: 4
[Permanent Weapon][Presence][Episode I]
LORE: Trade Federation destroyer droid squad leader. Charged with removing the
threat posed by Qui-Gon Jinn and Obi-Wan Kenobi. Found the Jedi hard to
kill, but forced their retreat.
TEXT: Permanent weapon is Twin Cannons (may target a character or vehicle for
free; draw destiny; if destiny +1 > defense value, target hit and
opponent loses 2 Force). Draws one battle destiny if unable to otherwise.
Immune to attrition < 4.
?P-60 [R]
Droid-Destiny 3
Power: 3, Armor: 5 (Destroyer Droid) Deploy: 4 Forfeit: 4
[Permanent Weapon][Presence][Episode I]
LORE: Trade Federation droideka led by unit commander P-59. Assisted in the
attempt to keep the Jedi ambassadors from breaching the battleship's
command center.
TEXT: Permanent weapon is Twin Cannons (may target a character or vehicle for
free; draw destiny; if destiny +2 > defense value, target hit and
opponent loses 1 Force). While with a destroyer droid at a site, adds one
battle destiny.
Security Battle Droid [C]
Droid-Destiny 3
Power: 2, Armor: 3 (Battle Droid) Deploy: 2 Forfeit: 3
[Presence][Episode I]
LORE: Manufactured by the Baktoid Combat Automata, battle droids are used by
the Trade Federation throughout the galaxy in order to secure and protect
sites of strategic importance.
TEXT: Opponent's characters require +1 Force to move from same site using their
landspeed. While with another battle droid at a site, draws one battle
destiny if unable to otherwise.
?TC-14 [R]
Droid-Destiny 3
Power: 1 (Protocol Droid) Deploy: 3 Forfeit: 3
[Episode I]
LORE: Trade Federation-owned protocol droid used by the Neimoidians to distract
the Jedi until a plan could be conceived to deal with them.
TEXT: Opponent's Jedi using landspeed from here require +2 Force. During any
control phase may place TC-14 out of play to target one opponent's Jedi
present. Target Jedi loses all immunity to attrition and is power = 0 for
remainder of turn.
Starships
Trade Federation Battleship [U]
Capital: Trade Federation Battleship-Destiny 2
Power: 6, Armor: 6, Hyperspeed: 3, Deploy: 7, Forfeit: 7
[Permanent Pilot][Nav Computer][Trade Fed][Episode I]
LORE: Massive cargo vessels that were converted by the Trade Federation into
armed battleships. Each is equipped with a large contingent of droid
starfighters and battle droids.
TEXT: May add 4 pilots, 4 passengers, 2 vehicles and 4 starfighters. Has
ship-docking capability. Permanent pilot provides ability of 1. While
with any starfighter, draws one battle destiny if unable to otherwise.
Trade Federation Droid Control Ship [R]
Capital: Trade Federation Battleship-Destiny 2
Power: 5, Armor: 7, Hyperspeed: 3, Deploy: 6, Forfeit: 6
[Permanent Pilot][Nav Computer][Trade Fed][Episode I]
LORE: These heavily modifed battleships are used to control and direct the
Trade Federation's automated army. Easily identified by its array of
sensors and antennae.
TEXT: May add 4 pilots, 4 passengers, 2 vehicles, and 4 starfighters. Has
ship-docking capability. Permanent pilot provides ability of 2. While a
droid starfighter here, adds one battle destiny.
Droid Starfighter [C]
Starfighter: Droid Starfighter-Destiny 2
Power: 3 Maneuver: 3 Deploy: 2 Forfeit: 2
[Permanent Pilot][Presence][Trade Fed][Episode I]
LORE: These automated starfighters are managed by the Droid Control Ship and
are used en masse by the Trade Federation to overwhelm an opponent with
sheer numbers.
TEXT: Deploys -1 to same location as your battleship. Power -1 unless your
droid control ship present. While another droid starfighter here,
opponent's starfighters present are each power -1.
?Maul's Sith Infiltrator [R]
Starfighter: Sith Infiltrator-Destiny 6
Power: 4 Armor: 5 Hyperspeed: 6 Deploy: 3 Forfeit: 6
[Nav Computer][Independent][Episode I]
LORE: One of Sienar Advanced Projects Laboratories' prototype designs. Equipped
with advanced weaponry and a full-effect stygium-based cloaking device
for invisibility on command.
TEXT: May add 2 pilots. Maul deploys -3 aboard. While Maul piloting, immune to
attrition and during your move phase, may lose 2 Force to 'cloak' (does
not participate in battles) until end of next turn.
Weapons
Laser Cannon Battery [U]
Starship Weapon-Destiny 4
[Episode I]
LORE: Trade Federation battleships use concealed quad laser emplacements.
Though their coverage is limited, the surprise factor and ferocious
firing rate is often overwhelming.
TEXT: Deploy on your capital starship. May deploy as a 'react'. May target a
starship using X Force, where X = 0 to 3. Draw destiny. Subtract 2 if
targeting a starship with maneuver. If destiny +X > defense value, target
hit and opponent loses 1 Force.
Battle Droid Blaster Rifle [C]
Character Weapon-Destiny 6
[Episode I]
LORE: Two-handed blaster rifle manufactured in large quantities for Battle
Droids. Excellent accuracy, as well as being able to clip onto a battle
droid's back for storage.
TEXT: Deploy on your battle droid. May target a character or creature using 1
Force. Draw destiny. Target hit and is forfeit -4 if destiny +1 > defense
value.
Naboo Blaster Rifle [C]
Character Weapon-Destiny 2
[Episode I]
LORE: A large quantity of these blasters found their way onto the black market
after the Trade Federation's blockade of Naboo failed.
TEXT: Use 1 Force to deploy on your warrior or battle droid. May target a
character, creature, or vehicle using 1 Force. Draw destiny. Target hit
if destiny +2 > defense value.
Naboo Blaster [C]
Character Weapon-Destiny 5
[Episode I]
LORE: Weapons were confiscated by battle droids during the Trade Federation's
occupation of Naboo. Considered superior to blasters manufactured in the
Outer Rim.
TEXT: Use 1 Force to deploy on your warrior or battle droid. May target a
character, creature, or vehicle using 1 Force. Draw destiny. Target hit
if destiny +1 > defense value.
Effects
?Accepting Trade Federation Control [U]
Political Effect-Destiny 3
[Episode I]
LORE: Palpatine suggested to the Queen that she acquiesce to the Trade
Federation, just for the time being
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to subtract 3 from any battle destiny just drawn. If a taxation
agenda here, your draw phase, you may activate 1 Force; opponent must use
1 Force (if possible).
?Allegations Of Corruption [U]
Effect-Destiny 5
[Episode I]
LORE: With the Republic groaning under the weight of its own bureaucracy,
senators accuse, bicker and fight to further their own agendas.
TEXT: Deploy on table. Once per game, may use 1 Force to stack one Interrupt
just played here. To play any new Interrupt of the same name, player must
first stack it here and use +1 Force for each Interrupt in stack, even if
Interrupt is normally free. (Immune to Alter.)
?Battle Order & ?First Strike [R]
Effect-Destiny 5
TEXT: Deploy on table. You may initiate battles for free. During a battle you
initiate, each time opponent plays an interrupt, opponent must first use
1 Force. For either player to initiate a Force drain, that player must
first use 3 Force unless Battle Plan on table, or that player occupies a
battleground system and a battleground site. (Immune to Alter.)
?Begin Landing Your Troops [U]
Effect-Destiny 4
[Episode I]
LORE: Once begun, the occupation of Naboo was swift, and devastatingly
effective.
TEXT: Deploy on table. Your unique (?) Republicans are forfeit +2 and immune to
Goo Nee Tay. Unless Imperial Arrest Order on table, once during your
deploy phase, may deploy one docking bay from Reserve Deck; reshuffle.
(Immune to Alter.)
?Do They Have A Code Clearance? [R]
Effect-Destiny 5
LORE: Imperial officers are always on the lookout for Rebel espionage
TEXT: Deploy on table. Unique (?) Imperials of ability = 3 are forfeit +3. If
opponent just retrieved Force using an Interrupt or Utinni Effect, you
may place that card here. Opponent's Force retrieval is reduced by X,
where X = number of cards here. (Immune to Alter.)
?Drop! [U]
Effect-Destiny 3
[Episode I]
LORE: Anakin had to heed Qui-Gon's advice to avoid the rapidly approaching
storm.
TEXT: Use 3 Force to deploy on table. During your move phase, if opponent has
13 or more cards in hand, you may use 4 Force to place all but 8 (random
choice) in Used Pile. Once during any control phase, you may place up to
three cards from hand in Used Pile.
???Enter The Bureaucrat [U]
Immediate Effect-Destiny 5
[Episode I]
LORE: Even the most effective of operations can be easily mired under the
Republic's plethora of procedural red tape.
TEXT: If you just lost more than 2 Force to a Force drain, deploy on opponent's
location. You lose no more than 1 Force from Force drains here. At any
time, you may place Immediate Effect in Used Pile to draw two cards from
top of Reserve Deck.
Establish Control [U]
Effect-Destiny 5
[Episode I]
LORE: Keeping supply routes clear allows rapid distribution of resources to
where they are most required.
TEXT: Deploy on a docking bay you control. No Force drains here. Fallen Portal
may not target a character at this site. Your Force drains are +2 at
adjacent non-docking bay battleground sites. Place Effect in Used Pile if
opponent controls this location.
?Imperial Arrest Order & ?Secret Plans [R]
Effect-Destiny 5
TEXT: Deploy on table. Unique (?) Imperials of ability < 3 are forfeit +1.
Nabrun Leids and Elis Helrot are limited to owner's move phase and
exterior sites only. Once during each of your deploy phases, may deploy
one docking bay from Reserve Deck; reshuffle. When opponent retrieves X
cards, opponent must first use X Force or that retrieval is canceled.
(Immune to Alter.)
?Mind Tricks Don't Work On Me [U]
Effect-Destiny 2
[Episode I]
LORE: Watto is smart enough to not let himself get swindled by a Jedi bully.
TEXT: Use 3 Force to deploy on table. If you just forfeited all your cards that
participated in a battle opponent initiated, you may place this Effect
out of play to cancel all remaining battle damage. (Immune to Alter.)
?Motion Supported [U]
Political Effect-Destiny 3
[Episode I]
LORE: "The delegates from Malastare concur the with delegates from the Trade
Federation. A commission must be appointed!"
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to add 2 to your next Force drain at a battleground this turn. If a
wealth agenda here, once per turn, you may lose your just drawn battle
destiny to substitute it with a card from hand.
?Our Blockade Is Perfectly Legal [U]
Political Effect-Destiny 3
[Episode I]
LORE: Until it could be proven otherwise, the Trade Federation maintained that
they were pursuing a legal means of protesting the taxation of outlying
trade routes.
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to add 3 to any battle destiny just drawn . If a blockade agenda
here, during your turn you may cancel a 'react' or an attempt by opponent
to move away from a battle.
?The Phantom Menace [R]
Effect-Destiny 7
[Episode I]
LORE: Mysterious hologram that communicates with the Trade Federation,
directing their blockade of Naboo. "This is getting out of hand. Now
there are two of them!"
TEXT: Deploy on table. Once per turn, if Maul on table, may deploy a Neimoidian
from Reserve Deck; reshuffle. While present with opponent's Jedi, Maul is
defense value +2 and immune to attrition. If Maul just lost, place Effect
in Used Pile. (Immune to Alter.)
?They Will Be No Match For You [R]
Effect-Destiny 5
[Episode I]
LORE: "At last we will reveal ourselves to the Jedi."
TEXT: Deploy on table. When Maul initiates a duel, Hunt Down And Destroy The
Jedi (or Their Fire Has Gone Out Of The Universe) is not placed out of
play. While armed with a lightsaber, Maul's duel destiny draws are each
+1. (Immune to Alter.)
?This Is Outrageous! [U]
Political Effect-Destiny 3
[Episode I]
LORE: "I recommend a commission be sent to Naboo to ascertain the truth!"
TEXT: Deploy on table. If no senator here, you may place a senator here from
hand to cancel an opponent's Force drain. If a trade agenda here, once
during your turn, you may place a card from hand in Lost Pile, shuffle
that pile, and take top card into hand.
?Wipe Them Out, All Of Them [U]
Effect-Destiny 5
[Episode I]
LORE: Darth Sidious' command was merciless and direct. He left no room for
misinterpretation.
TEXT: Deploy on table. Once during each of opponent's turns, if you occupy a
battleground site, may activate 1 Force. While opponent has a non-unique
alien or non-unique starfighter in battle, opponent may not draw more
than two battle destiny. (Immune to Alter.)
?You Cannot Hide Forever & ?Mobilization Points [R]
Effect-Destiny 5
TEXT: Deploy on table. Your Force generation is +1 at each docking bay you
occupy. Opponent's Jedi are defense value -1. Never Tell Me The Odds is
canceled. Once per game, you may take one Carida, Wakeelmui, Gall, Kuat
or Rendili or Executor into hand from Reserve Deck; reshuffle. You may
place Effect in Lost Pile to take one [Endor] or [DSII] Effect that
deploys for free into hand from Reserve Deck; reshuffle. (Immune to
Alter.)
Interrupts
Alter [U]
Lost Interrupt-Destiny 4
[Episode I]
LORE: Those who can use the Force are able to manipulate the objects around
them to their advantage.
TEXT: Target an Effect, Utinni Effect, or Political Effect (even if just being
deployed), and one of your characters on table. Draw destiny. If destiny
< ability of character, target Effect is canceled. OR Cancel Sense.
Control [U]
Lost Interrupt-Destiny 2
[Episode I]
LORE: Maul channeled his rage within himself, thus drawing on the dark side of
the Force in his confrontation with the Jedi.
TEXT: Cancel Sense or Alter. (Immune to Sense.) OR Cancel an Immediate or
Mobile Effect (even if just deployed), or Force drain.
?Dioxis [R]
Lost Interrupt-Destiny 3
[Episode I]
LORE: Green gas that is lethal to most carbon-based life forms.
TEXT: Use 2 Force to target two opponent's Jedi at same interior battleground.
Targets may not participate in battle for remainder of turn. OR Target
opponent's Jedi. Draw destiny. If destiny > 2, target's game text is
canceled for remainder of turn.
??Imperial Artillery [R]
Used Interrupt-Destiny 7
LORE: The Empire always had a large weapons cache held in reserve, in case of
an emergency.
TEXT: During your control phase, if you have a weapon (except a lightsaber or
[Permanent Weapon] ) at a battleground you control, opponent loses 1
Force. OR If you just used a weapon (except a lightsaber or [Permanent
Weapon] ) to 'hit' a character or starship, opponent loses 1 Force.
(Immune to Sense.)
?Kill Them Immeidtaely [C]
Used or Lost Interrupt-Destiny 3
[Episode I]
LORE: Darth Sidious instructed Nute Gunray to dispose of the Jedi ambassadors.
Rune Haako was not so confident.
TEXT: Use 5 Force to reveal opponent's hand. If opponent has no duplicate cards
there, place this Interrupt in Used Pile. Otherwise USED: place a
revealed card in opponent's Used Pile. LOST: all cards opponent has two
or more of are lost. (Immune to Sense.)
?Lana Dobreed [U]
Used Interrupt-Destiny 4
[Episode I]
LORE: Dobreed used to have dreams of opening up his own shop in Mos Espa. Now
broke from his gambling activities, he provides transportation services
to pay for his urges.
TEXT: During your move phase, target any or all of your characters at one
exterior site to ?transport' (relocate) to another exterior site. Draw
destiny. Use that much Force to ?transport,' or place Interrupt in Lost
Pile.
?Little Real Power [C]
Lost Interrupt-Destiny 5
[Episode I]
LORE: "He is mired by baseless accusations of corruption."
TEXT: During any control phase, target an opponent's character with politics
present with your senator at Galactic Senate. For remainder of turn,
target's game text is canceled and target is politics = 0.
?Masterful Move & ?Endor Occupation [R]
Used Interrupt-Destiny 5
TEXT: Cancel Tatooine Celebration, Cloud City Celebration, or Coruscant
Celebration. (Immune to Sense.) OR Use 1 Force to take one hologram,
dejarik, or Imperial Holotable into hand from Reserve Deck; reshuffle. OR
Cancel Mantellian Savrip. OR Cancel opponent's Force drain at a holosite.
Maul Strikes [R]
Losy Interrupt-Destiny 5
[Episode I]
LORE: A Sith needs no introduction
TEXT: If Maul in battle with a Jedi, add one battle destiny (two if Jedi is
Qui-Gon). OR Use 1 Force to take any lightsaber into hand from Reserve
Deck; reshuffle. OR Target a Jedi present with Maul; they duel: Both
players draw 2 destiny. Loser (lowest total) is lost.
?Neimoidian Advisor [U]
Used or Starting Interrupt-Destiny 5
[Episode I]
LORE: "We must move quickly to disrupt all communication down there."
TEXT: USED: Use 2 Force to deploy a unique (?) battleground not on table, from
Reserve Deck; reshuffle. STARTING: Deploy from your Reserve Deck one
Effect which deploys on table (or your side of table) and has no deploy
cost; reshuffle. Place Interrupt in Lost Pile.
?No Civility, Only Politics [C]
Used or Lost Interrupt-Destiny 4
[Episode I]
LORE: It's not rare to see a senator using the system to forward his own
personal agenda. Much goes on behind closed doors that the Senate never
sees.
TEXT: USED: During your move phase, take one of your characters with politics
at Galactic Senate into hand. LOST: If you have a Republican with
politics in battle at a site, add one battle destiny; that character is
power and politics = 0 until end of turn.
?On The Payroll Of The Trade Federation [C]
Used Interrupt-Destiny 5
[Episode I]
LORE: A political agenda is no use without supporters. And in the world of
politics, left and right often meet in the middle.
TEXT: Target an opponent's character at Galactic Senate if you have a senator
there with a matching agenda. For remainder of turn: your senator's
politics is increased by target's current politics, and target's politics
is then reduced to zero.
Sense [U]
Lost Interrupt-Destiny 3
[Episode I]
LORE: A Sith Lord can use the Force to reach out and find what he seeks.
TEXT: If opponent just played an Interrupt (or just initiated a 'react'),
target one of your characters on table. Draw destiny. If destiny <
ability of target, that Interrupt (or 'react') is canceled. OR Cancel
Alter.
?Short Range Fighters & ?Watch Your Back! [R]
Used or Lost Interrupt-Destiny 4
TEXT: USED: Take one unique (?) unpiloted starfighter into hand from Reserve
Deck; reshuffle. LOST: During a battle at a system or sector, if you are about to draw a
card for battle destiny, you may instead use the maneuver number of your
unique (?) starfighter in that battle.
?Squabbling Delegates [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: To simply be a sitting member of the Galactic Senate consumes a lot of
time and energy. The opposition that is arrayed against you does not make
it any easier.
TEXT: Once per game, retrieve 1 Force for each of your senators at Galactic
Senate. (Immune to Sense.) OR Take one senator (or Coruscant Guard) into
hand from Reserve Deck; reshuffle.
?The Point Is Conceded [C]
Used Interrupt-Destiny 6
[Episode I]
LORE: Political pressure carefully applied with a generous helping of Republic
procedure can negate the strongest of motions.
USED: If you have a senate majority, activate 1 Force. OR If your opponent has
a senate majority, place your senator at Galactic Senate in Used Pile to
place an opponent's character present (your choice) in opponent's Used
Pile. (Immune to Sense.)
They're Still Coming Through! [U]
Used Interrupt-Destiny 4
[Episode I]
LORE: Despite the barriers erected, sometimes a determined opponent cannot be
kept out.
TEXT: Cancel Rebel Barrier, It's A Trap!, or Smoke Screen. OR Re-target Fallen
Portal by choosing up to two of opponent's characters there instead of
your own. OR Peek at the top card of your Force Pile; either return it,
or place it under your Force Pile or Reserve Deck.
?Vote Now! [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: With enough political support, any number of devious plans can be put
into motion.
TEXT: During your control phase, draw destiny. If destiny > 2, draw up to X
cards (maximum 4) from Reserve Deck, where X = your total politics at
Galactic Senate minus opponent's total politics at Galactic Senate.
?We Must Accelerate Our Plans [R]
Used Interrupt-Destiny 5
[Episode I]
LORE: "This turn of events is unfortunate."
TEXT: Use 3 Force to take one Effect of any kind into hand from Reserve Deck;
reshuffle. OR Deploy a Blockade Flagship site from your Reserve Deck;
reshuffle. OR Take one Interrupt with the word 'Podracer(s)' in it's game
text into hand from Reserve Deck; reshuffle.
Objectives
My Lord, Is That Legal? [U]
Destiny 0
Deploy Galactic Senate and any other [Episode 1] location.
For remainder of game, Rebel and Imperial leaders of ability < 4 are
politics +2. Counter Assault and Surprise Assault are canceled. Your
Republic characters are immune to Goo Nee Tay. Cards on your Political
Effects may deploy to table. At Galactic Senate, weapon destiny draws are
-6, creatures are lost and game text of non-Republicans is canceled.
Flip this card if you have 3 senators (or 2 senators, at least 1 with a
blockade agenda) at Galactic Senate.
I Will Make It Legal
Destiny 7
While this side up, once during your control phase may use 3 Force to
place up to two random cards from opponent's hand into their Used Pile.
Once per turn may take a Political Effect into hand from Reserve Deck;
reshuffle. Your senators are destiny +2 (or +3 if senator has an ambition
agenda) when drawn for weapon or battle destiny. May use 2 Force at end
of any turn to place all cards on your Political Effects into Used Pile.
Flip this card if you have less than two senators at Galactic Senate.
No Money, No Parts, No Deal! [U]
Destiny 0
Deploy Watto's Junkyard and Mos Espa.
For remainder of game, Watto's Junkyard is immune to Revolution. If Watto
at Watto's Junkyard, opponent may use 8 Force to place Watto in Used Pile
and you may retrieve up to 4 Force.
While this side up, Qui-Gon is power +3. Opponent loses no more than 1
Force from your Force drains at Tatooine sites.
Flip this card if Watto present at Watto's Junkyard and you occupy Mos
Espa.
While this side up, once during each of your deploy phases, may place a
card from hand face down on your side of the table and opponent must
choose to lose 2 Force (you place card in Used Pile) or use 2 Force (you
deploy that card for free). If opponent uses 2 Force and you cannot
deploy card, lose 2 Force and card is lost. Opponent's non-unique aliens
are each deploy +3.
Flip this card if Watto not present at Watto's Junkyard or you do not
occupy Mos Espa.
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