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NOTE: Latest ideas
Either Or
Tactical Recall (DS)/They Win This Round (LS)
Rare Shield
Game Text: Plays on table. All Power to Weapons, Organized Attack, Rebel Ambush and all interrupts with 'assault' in title are unique. If you just lost a battle in which your opponent's non-unique characters' total power is more than double your unique characters' total power, you may recycle all your characters involved to cancel that battle.

Darkside
*Circus Horrificus
Rare Effect
Destiny:4
Game Text: Deploy on table. May \/ Giran and/or Malakili to any site except Hoth or Dagobah regardless of restrictions. Your Rancors on same planet as Malakili are defense value + 2, become selective creatures, may attack first during either battle phase, and may suspend their game text during any move phase. (Immune to Alter).
**Day and Night Cycles
Uncommon Effect
Destiny:4
Game Text: Deploy on table. At the beginning of each of your turns, target 1 system. Until the beginning of your next turn at related sites, 'nighttime conditions' are in effect and nondroid spies deploy -2 and may draw one battle destiny if not able to otherwise. You may not play Dark Hours or Too Cold for Speeders and Bad Feeling Have I is Suspended. (Immune to Alter)

NOTE: This is a variation to the V Card that the PC developed. The idea was to allow a nighttime player to be able to jump planet if for some reason the planet they were on gets overrun, or they want to go after an opponent and still want to target that planet with their effect without the use of another card.
*Dengar, Trustful Ally
Rare Alien-character, warrior
Power:3 Ability:2 Deploy:2 Forfeit:4 Destiny:2
Lore: His competitive corellian spirit nearly brought his downfall, his vengeance gave him a purpose as a [Bounty Hunter], and in the end, he turned out to be not such a bad guy after all. Rescued Boba Fett from the Sarlacc.
Game Text: Armour = 4. Your other Bounty Hunters are power + 1 here. Adds 2 to power of anything he pilots. On Punishing One, also adds 2 to X. Once per turn, if your character was just 'eaten' by a creature at a related site, may take that character into hand. Immune to creature attacks, Fallen Portal and attrition < 4.
*DS-61-6
Rare Imperial-character, pilot, astromech
Power:2 Ability:2 Deploy:2 Forfeit:2 Destiny:6
Game Text: Adds 2 to power of any starfighter he pilots. On any Tie; adds 3 to power, 1 to maneuver, 2 to hyperspeed, and adds one battle destiny. On Tie Interceptors, also adds hyperdrive and is considered a 'matching pilot'.

'Lore: Nicknamed 'Traitor' after mistakenly thought to be a saboteur, though never proven. Despite his misgivings, Tarkin gave him another chance. Can calculate space jump coordinates.


**Elite Trooper
Common Effect
Destiny:4
Game Text: Deploy on any Imperial or warrior of ability > 2. Adds 1 to power. It becomes an Elite Trooper and is now immune to attrition < 3 (or adds 2 to immunity). May not deploy on the Emperor or any guard. (Immune to Alter)

Lore: In desperate times almost any high ranking officials can become Elite Troopers. Whatever must be done to insure the Emperor's rule!


*Greedo's Blaster
Uncommon Character Weapon
Destiny:3
Game Text: Deploy on Greedo, or use 2 Force to deploy on any other warrior. On Greedo, adds 4 when 'threatening' (adds 1 if target is Han). Target a character for free. Draw destiny. Immediately lost if destiny = 0. Otherwise, if destiny + warrior's ability > ability, target is power - 1 and forfeit = 0 for the remainder of the turn.
*Hound's Tooth, Symbol Of The Hunter
Rare Dark Capitol: Modified Corellian Freighter
Scomp Link, Astromech, Independent
Power:5 Armour:5 Deploy:4 Forfeit:6
Hyperspeed:4 Destiny:3
Lore: Controlled by state-of-the-art-voice-activated X10-D computers. Internal sensors and security systems monitor prisoner activity. Modified for Bossk's Trandoshan physiology.
Game Text: May add 1 alien pilot, 6 passengers and 1 vehicle. Power + 2 and immune to attrition if Bossk piloting. Once per game, may \/ Bossk aboard for free. During battle, may cancel targeting of one weapon at same location. Moves like a starfighter. [Ship-docking]
Imperal Navy Flagship (by Ultima 1, Conehead Virtual Contest)
Rare Effect
Destiny:3
Lore: Every great Imperial fleet must have its flagship and that ship must be capable of representing everything the Empire stands for.
Game Text: Use 2 Force to deploy on your Star Destroyer with a printed power > 8. This ship is now defense value +2, immune to Power Pivot and attrition < ship's printed power. Also, your noncapital starships may move as a 'react' to same system or sector (for free). (Immune to Alter if on Executor).

*Mist Hunter, Ship of Zuckuss
Rare Dark Starfighter: Byblos G-1A Transport
Scomp Link, Astromech, Independent
Power:2 Maneuver:3 Deploy:3 Forfeit:4
Hyperspeed:5 Destiny:4
Lore: Commissioned by a group of gand venture capitalists headed by Zuckuss. Manufactured by byblos drive yards. Uses repulsor lift technology developed for combat cloud cars.
Game Text: May add 2 alien pilots and 3 passengers. When deployed, may \/ a system and deploy Mist Hunter to it. Zuckuss deploys -2 aboard and when piloted by him, adds one battle destiny, immune to attrition < 4, and during opponent's deploy phase, may use 3 Force to take Mist Hunter into hand (cards aboard recycle). [Ship-docking]
*Overwhelming Odds
Lore: Common practice for Imperial Forces is to overpower their enemies with sheer numbers and overwhelming might.
Used Interrupt
Destiny: 2
Game Text: If your troopers' total power is more than double your opponent's total power at a site, capture up to two rebel characters present (if captured by a Bounty Hunter, may also \/ a bounty on that captive). OR if your trooper just 'hit' a rebel, may capture them instead.
Preparing The Hunt
Rare Objective
Destiny: 0
Game Text: Deploy an exterior battleground planet site (except Hoth) with Cane Adiss and a related location. May also deploy Nal Hutta.
For remainder of game, Cane Adiss may not be canceled, Ghhhk is limited to once per game, and your Bounty Hunters are immune to opponent's deployment modifiers.
While this side up, you may take off and land for free to or from your Cane Adiss site and once per game, may \/ an independant starship (deploy -3) and/or a bounty hunter (or nonImperial character of ability > 4) there. Once during your move phase if you occupy your Cane Adiss site, may use 3 Force to \/ a related location.
Flip this card if you have an independant starship at your Cane Adiss site, control two related nonCane Adiss locations and have at least two Bounty Hunters and/or characters of ability > 3 in play.

The Hunt Is On
Destiny:7
Game Text:
While this side up, your Bounty Hunters are power and forfeit + 1 for each nonCane Adiss location you occupy related to your Cane Adiss site and you lose no more than 2 Force from each Force drain or 'insert' card. Where you have a Bounty Hunter; you may ignore Battle Plan and your opponent may not modify or cancel your Force drains. Your nonunique character game text is suspended. Once during your move phase, may use 3 Force to move any of your characters (and their captives) at a site to any other site.
Flip this card if you have no independant starship at your Cane Adiss site and at least one bounty hunter or character of ability > 3 in play.


*Punishing One, Armed and Dangerous
Rare Dark Starfighter: Corellian JM 5000
Astromech, Independent
Power:3 Maneuver:5 Deploy:3 Forfeit:3
Hyperspeed:5 Destiny:3
Lore: Old Corellian Engineering Corporation starfighter. Has outdated Class Three hyperdrive, but high sublight speed capability. Easy to maintain. Owned by Dengar.
Game Text: May add 1 alien pilot and 1 passenger. X = number of opponent's starships present. Permanent weapon is Boosted TIE Cannon (may target a starfighter at same system. Draw destiny. Add X. If destiny > defensive value, target lost or opponent may lose 2 Force to recycle target and cards on it). Immune to attrition < X. [Ship-docking]
*Red Shirts
Rare Effect
Destiny:0
Game Text: May only deploy as a result of your starting interrupt with Imperial Domination (v) and up to 9 nonleader Imperials of ability < 3 without a maintenance cost from outside the game. Once during each of your turns may deploy one card from here. Imperials from here are considered 'red shirts'. (Immune to Alter)

RED SHIRT RULES: Red Shirts may not deploy if Imperial Domination not in play and allows your probe droids not to count against Imperial Domination. 'Red Shirt' Imperials are placed out of play if lost and may not go into your reserve deck.
NOTE: A homage to Star Trek, but more importantly, most decks just don't have the room for troopers, yet the Empire had an endless supply of them to throw at its enemies. Think about ANH, when the Devastator caught the Tantive IV, and all those troopers just came through on their assault driving the enemy back.
*Ripping of Minds
Lore: 'Dark foes shroud their methods of madness in secrecy, so that one day the veil of evil will shine through.'
Rare Immediate Effect
Destiny:7
Game Text: If an Alter was just initiated, deploy on table to cancel that Alter. Once per game, choose one of your characters of ability > 4 in play and draw destiny (draw two and choose one if character is a Dark Jedi or add 4 if a Dark Jedi Master). If destiny > 4, immediately target an effect with no deploy cost (two with a Dark Jedi Master). It becomes Immune to Alter. (Immune to Control).
Lightside
*Clandestine Operation
Lore: At the first forming, the Rebel Alliance was a small, carefully run, but Clandestine Operation.
Uncommon Used or Starting Interrupt
Destiny:3
Game Text: Used: Add 1 to your just drawn battle destiny for each Alderaan or Dantooine site you control.
Starting: Deploy Strike Planning, Seeking An Audience, and either They're on Dantooine or Route to Alderaan. Place Interrupt in Reserve Deck.

*Chewbacca in AT-ST (designed by Conehead2187)
Rare Combat Vehicle-Scomp Link
Power:4 Armour4 Deploy:5 Forfeit:6 Destiny:3
Lore: {Enclosed} Chewie's daring capture of an Imperial AT-ST helped turn the tide in the Battle of Endor.
Game Text: Deploy -2 to Endor, Kashyyyk, or same site as an AT-ST. May add 1 pilot or passenger. Permanent pilot is *Chewie who provides ability of 2, adds 2 to power and draws one battle destiny if unable to otherwise. Opponent's AT-STs are each power -1 here. Immune to attrition < 4.
Come With Me To Alderaan
Uncommon Objective
Destiny: 0
Game Text: Deploy Tatooine: Lars' Moisture Farm and Jundland Wastes.
For remainder of game, docking bay transit everywhere is canceled and No Escape is suspended. You may not play Harvest, Leia, or any Luke of ability > 4.
While this side up, you may only deploy to Lars Moister Farm or to same site as Obi-Wan (who may only deploy as a result of this objective). Twice per turn, either player may \/ any member of Lars family (including Luke), any freighter without a permanent pilot, Dagobah: Training Area, Tatooine, Alderaan, or any site which can deploy to either system. If Luke is at Jundland Wastes with R2-D2, may \/ Obi-Wan (deploy -4) there during any phase. May deploy Jedi Test #1 on Falcon.
Flip this card if Luke and Obi-Wan 'land' on Alderaan in a freighter with another character piloting.
Place out of play if Alderaan 'blown away' and replace with Rescue the Princess (Leia and starting locations deploy from outside game).

Learn The Ways Of The Force
Destiny:7
Game Text:
While this side up, only Imperials (deploy +2), Rebels, Starfighters, and non[episode 1] droids for either side may deploy to Alderaan locations. Your Force drains at Alderaan sites where you have Obi-Wan, Luke, R2-D2, C-3PO, or Han are +1. You may deploy Jedi Tests (replacing any mention of 'Dagobah' with 'Alderaan' or '<>'). Once per turn may use 1 force to cancel the immunity to attrition of one character on Alderaan.
Flip this card if at least 2 of any above mentioned characters are not on Alderaan.
Place out of play if Alderaan 'blown away' and replace with Rescue the Princess (Leia and starting locations deploy from outside game).


*Controlling Thought, Word, And Deed
Lore: 'Deep meditation with controlled thought and action define the path of those in tune with the Force.'
Rare Immediate Effect
Destiny:7
Game Text: If an Alter was just initiated, deploy on table to cancel that Alter. Once per game, choose one of your characters of ability > 4 in play and draw destiny (draw two and choose one if character is a Jedi Knight or add 4 if a Jedi Master). If destiny > 4, immediately target an effect with no deploy cost (two with a Jedi Master). It becomes Immune to Alter. (Immune to Control).
**Day and Night Cycles
Rare Effect
Destiny:3
Game Text: Deploys on table. At the beginning of each of your turns, target 1 system. Until the beginning of your next turn at related sites; 'nighttime conditions' are in effect, spies deploy -2, and characters with {Spy} in their Lore are Immune to Attrition and draw one battle destiny if not able to otherwise. Your Operative game text and Goo Nee Tay are Suspended. (Immune to Alter)

*Han, *Chewie, *Leia, *R2-D2 & *C-3PO In *Falcon
Rare Starship-built in characters, scomp link, astromech, Independent Starship
Power:5 Maneuver:6 Hyperspeed:7
Deploy:20 Forfeit:25 Destiny:0 or 7
Game Text: Characters aboard provide 9 ability, add 10 to power, 3 to maneuver, 3 to hyperspeed, may cancel any one destiny at same location, and adds one battle destiny. Can not be targeted by utinni effects or interrupts. Once per game, may \/ onto Falcon a device or weapon. Immune to attrition.

NOTE: Inspired by this article (last entry)
*I'm with him
Lore: I will fear no evil, PSA.32.4. Sometimes trouble arises in uncontrollable circumstances, but the Jedi know best how to protect those under their charge.
Rare Effect, Pic: Luke and Obi-Wan in Cantina
Destiny:4
Game Text: Deploy on table. Once per turn, target one of your nonjedi characters of lesser power present with one of your Jedi. They may not be targeted by weapons, characters' game text, or interrupts for the remainder of the turn as long as they remain with that Jedi. (Immune to Alter if Obi-Wan in play).

NOTE: This idea came to me because of the shirt I was wearing and it reminded me of the Jedi's views and how well they protect those under their charge.
Making Camp
Rare Objective
Destiny: 0
Game Text: Deploy an exterior battleground planet site (except Hoth) with Encampment and a related location.
For remainder of game, Encampment may not be canceled, Houjix is limited to once per game, and your Encampment site may be treated as a docking bay (except without docking bay transit).
While this side up, you may take off and land for free to or from your Encampment site and once per game, may \/ a starfighter (deploy -3) and/or a smuggler (or Luke of ability < 6) there. Once during your move phase if you occupy your Encampment site, may use 2 Force to \/ a related location.
Flip this card if you have a starfighter at your Encampment site, control two related nonEncampment locations and have at least two smugglers and/or characters of ability > 4 in play.

Branching Objectives
Destiny:7
Game Text:
While this side up, Toche Station game text is suspended, all your training destinies are + 2 for each location you occupy related to your Encampment site and you lose no more than 2 Force from each Force drain or 'insert' card. Where you have a Smuggler; you may ignore Battle Order and your opponent may not modify or cancel your Force drains. Your nonunique character game text is suspended. Once during your move phase, may use 4 Force to move any of your characters at a site to any other site.
Flip this card if you have no starfighter at your Encampment site and at least one smuggler or character of ability > 4 in play.


*Naroon Cuthus (by Conehead)
Lore: Previous majordomo to Jabba the Hutt who barely managed to escape with the loss of only an arm and his pride. Now a rebel sympathizer. Plotting to kill Jabba for revenge.
Uncommon Alien-character, warrior
Power:3 Ability:2 Deploy:3 Forfeit:3 Destiny:4
Game Text: Deploys free to Audience Chamber. Jabba is power -1 here. While at a Tatooine battleground location, your destiny draws at related locations may not be modified in any way. May carry and use weapons even if 'disarmed'.
*No, There Is Another
Lore: ''That Boy is our last hope."
Common Effect
Destiny:1
Game Text: Deploy on your Objective. In place of using Training Area game text, once per turn may take a Jedi Test from under your Starting Effect. If your characters on Dagobah Force drain or are used to retrieve Force, opponent may \/ Cane Adiss to any Dagobah site. Once per game, may deploy from under your Starting Effect either an Apprentice or Yoda to a Dagobah site. (Immune to Alter)
*Route to Alderaan
Lore: 'Navigating Hyperspace ain't like dustin crops, boy!'
Uncommon Effect
Destiny:3
Game Text: Deploy on table. Your Jedi Tests may be placed on table when complete and are suspended (not lost) if the apprentice is not in play. When drawing Jedi Test training destiny, draw two and choose one. Place destiny card for Jedi Test #5 here. (Immune to Alter if Han or Lando in play).

*So You Can Be Trained
Lore: .
Rare Starting Interrupt
Destiny: 5
Game Text: USED: Add 2 to your just drawn training destiny. STARTING: Deploy No, There Is Another on your Objective. May also start with up to 2 effects that deploy on table for free. If your Objective is Making Camp, may in place of a battleground planet site start with Dagobah: Bog Clearing instead. Place in Lost Pile.
*Wuhur
Common Alien-character
Power:1 Ability:1 Deploy:2 Forfeit:3 Destiny:3
Lore: Gruff, surly, no-blasters-allowed bartender. Hates droids. 'We don't serve their kind here.' Has no political stance in the intergalactic war.
Game Text: If not in the Cantina, may be replaced by a Darkside Wuhur (if aboard something, both Wuhurs recycle). If at the beginning of your control phase any weapons or droids are present at same site, all of them are lost. If in the Cantina, all weapons and droids there are immediately lost.
 
Rarity
DARKSIDE

RARE
*Circus Horrificus
*Dengar, Trustful Ally
*DS-61-6
*Hound's Tooth, Symbol Of The Hunter
*Mist Hunter, Ship of Zuckuss
Preparing The Hunt/The Hunt Is On
*Punishing One, Armed and Dangerous
*Red Shirts
*Ripping of Minds
Tactical Recall

UNCOMMON
**Day and Night Cycles
*Greedo's Blaster
Imperal Navy Flagship
*Overwhelming Odds

COMMON
**Elite Trooper


LIGHTSIDE

RARE
*Controlling Thought, Word, And Deed
**Day and Night Cycles
*Han, *Chewie, *Leia, *R2-D2 & *C-3PO In *Falcon
*I'm with him
Making Camp/Branching Objectives
*So You Can Be Trained
They Win This Round

UNCOMMON
*Clandestine Operation
Come With Me To Alderaan/Learn The Ways Of The Force
*Naroon Cuthus
*Route to Alderaan

COMMON
*No, There Is Another
*Wuhur






This page is copyrighted © 2001 Jon M. Norrs. Star Wars CCG is copyrighted by Decipher, Star Wars
by Lucasfilm, and any other listed properties by their respected owners (Phantasm, Deadlands, etc.).

Card Ideas listed under the Dream Card section fall under copyright of Jon M. Norris'unless' the 'Player's Committee (PC)'
sponsored by Decipher wishes to use any ideas from there, which they may do at their discretion.



Contact the webmaster, Lord Hoban (kereej@yahoo.com)