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Virtual A New Hope
Darkside
**Laser Gate (by retnuhytnuob/ANH Virtual Contest#4)
Rare1 Device
Destiny:4
Lore: Security corridors are guarded by a grid of laser emplacements which can be activated upon demand to seal off sensitive areas from intrusion.
Game Text: Deploy on an interior location. Opponent may not deploy Spies or Jar-Jar here. Neither player may 'react' to or from here. When opponent moves a character to this site, draw destiny: if destiny > defensive value of that character, character is recycled. May be targeted by opponent during their move phase from same or adjacent location. Defense value = 4.

'Original Game Text: 'Deploy between any two interior mobile sites. To pass, a character must have (power + ability) > 4 or use a Lift Tube (all other vehicles are blocked). Laser Gate defense value = 3. May be targeted by a character weapon from either site.'


*Maneuver Check (by Echo Base Trooper/ANH Virtual Contest#5)
Rare2 Effect
Destiny:4
Lore: 'Luke, at that speed will you be able to pull out in time?'
Game Text: Deploy on your Death Star. Opponent must lose 2 force to make an Attack Run. When opponent makes an attack Run, draw one destiny and subtract it from the total. (Immune To Alter.)

'Original Game Text: 'Deploy on Death Star:Trench. Opponent must make maneuver check for starfighters leaving the trench. For each starfighter, owner draws destiny. If destiny + maneuver < 5, starfighter is lost.'


*Retract The Bridge (by menace64/ANH Virtual Contest#1)
Rare1 Lost Interrupt
Destiny:3
Lore: Strategically retracted bridges can frustrate enemy movement, forcing routing plans to be rearranged.
Game Text: Target a character at a mobile site that has just begun to move by losing 1 Force. Target is 'missing' and loses all immunity to attrition until the end of your next turn (but may still be battled 'seperately' from other lightside characters at same site). Or Cancel On The Edge.

'Original Game Text: 'During your deploy phase, use X Force to rearrange all interior Death Star sites, where X = total number of those sites. All cards at a given site move along with that site. OR Cancel On The Edge.'


*Tatooine: Bluffs
Rare1 Icons: Exterior, Planet
Light [0]: 'Bluff Rules' in effect here. Unless you control, you may not cancel Force drains at sites with bluff cards.
Dark [0]: 'Bluff Rules' in effect here. Force Generation + 2 for each bluff card here.

Light [0]: 'Bluff Rules' in effect here
Dark [0]: 'Bluff Rules' in effect here


bluff rules — Darkside Player; once during any phase of your turn, you may place one card from your hand face-down under Bluffs. This card is called a 'bluff card' and is not considered to be in play. For each bluff card, you may cumulatively add 1 to your Force drains at that site. Cards placed under Tatooine: Cantina are no longer considered bluff cards.
  • -With Expand the Empire and Brangis Glee, you will be able to add 'Bluff Rules' to other sites.
    1. At Expanded sites, during your turn you may play 1 bluff card per site.
    2. If Bluff Rules exist because of Brangis, you may only place bluff cards at those sites as a result of the game text of Brangis or a gambler present.
    3. If Expand the Empire canceled, but you have Brangis Glee (v) at Bluffs and a Gambler at the site no longer effected by Expand the Empire, bluff cards remain as Brangis still adds Bluff Rules to that site.
  • -During any deploy phase, opponent may choose to lose 1 force to turn over one of your bluff cards (or, if Brangis Glee in play, may use 3 force instead)
    1. If it is a character, it immediately deploys at that site for free (but must obey normal deployment and uniqueness restrictions, or is instead lost).
    2. If it is a weapon, obeying normal uniqueness and deployment restrictions (if unable to, it is lost), it may immediately deploy to one of your characters present for free, or, if none of your characters present, opponent may choose to deploy the weapon on one of their characters present.
    3. If it is not a character or a weapon, it is lost and you lose an additional 2 Force.
  • At any time, if 'bluff rules' are no longer in effect at a site where a bluff card is placed, immediately;
    1. You may pay 1 Force per bluff card (each as a separate action) to recycle that card.
    2. All remaining bluff cards are placed under Tatooine: Cantina, otherwise they are lost.
  • If You're A Slave? face up and opponent just lost a card as a result of a Bluff Card Force drain bonus, opponent may take any other card from lost pile into hand and lose the top 3 cards of their Reserve deck to 'blow away' Tatooine: Bluffs (it is placed faced down and treated as a 0/0 site. 'Bluff Rules' are no longer in effect).

Revolution effects on Bluff Rules
  1. Bluff Rules act normally (Darkside player may place bluff cards as usual and they have the same rules with no change).
  2. The secondary effect of the site is switched; LS now becomes: 'Bluff Rules' in effect here. Force Generation + 2 for each 'bluff card' here. DS now becomes: 'Bluff Rules' in effect here. Unless you control, you may not cancel Force drains at sites with bluff cards.)

*Tech Mo'r (by retnuhytnuob/ANH Virtual Contest#2)
Uncommon2 Alien-character, warrior
Power:1 Ability:1 Deploy:3 Forfeit:1 Destiny:6
Lore: Male Bith {musician}. Plays Ommni Box in Figrin D'an's band. Lost ownership of instrument to Figrin while gambling.
Game Text: Once during your turn while at an interior Tatooine site, may use Omni Box to initiate a 'battle of the bands'. Both players draw destiny and add X, where X = the total number of musicians that player has in play. Winner may search opponent's lost pile and take any one Interrupt they find there into hand.

'Original Game Text: 'After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May re-shuffle without peeking.'


Lightside
Bowcaster (by corranhorn/ANH Virtual Contest#4)
Rare2 Character Weapon
Destiny:2
Lore: Hand-crafted weapon of choice among Wookiees. Fires explosive 'quarrels' (which look like blaster bolts). Requires great strength to use. Extra ammo carried on bandoleers.
Game Text: Use 3 Force to deploy on your non-Jedi warrior (free on your wookiee). May target a character using 1 Force. Draw destiny (add one destiny if your character has power > 3). If destiny > target's defensive value, target is 'hit' and subtracts your character's power from theirs (min 0).

'Original Game Text: 'Use X Force to deploy on your warrior where X = (7 - warrior's power). X cannot fall below 1. May target a character or creature using X Force. Draw destiny. Add 1 if targeting a character, 2 if targeting a creature. Target hit if total destiny > defense value.'


*Brainiac (by Macro/ANH Virtual Contest#2)
Rare1 Alien-character, pilot
Power:2 Ability:3 Deploy:2 Forfeit:4 Destiny:pi
Lore: BoShek nicknamed this male Siniteen 'Brainiac' due to his ability to calculate hyperspace coordinates in his head. 'He's the brains, sweetheart!'
Game Text: While aboard a starship as a passenger, adds 2 to maneuver and hyperspeed and it is immune to attrition < 3 (or adds 1 to immunity). If with BoShek in battle may draw one destiny and subtract that amount from an opponents total destiny draw here (min 0).

'Original Game Text: 'After using Ommni Box, peek at top X cards of pile or deck just shuffled, where X = number of other musicians at same site. May re-shuffle without peeking.'


Special Mention Alternate text (by retnuhytnuob); Power:• Ability:3 Deploy:Y Forfeit:X Destiny:pi - •Power= 2 + X. Adds Z to hyperspeed of anything he is aboard. Astromech Translator deploys on table, applies to all your starships with an [astromech icon] and doubles your pilot bonuses. X = Opponent's last destiny drawn. Z= the number of systems on table. Y= 6-Z.
***Corellian
Common2 Alien-character
Power:1 Ability:1 Deploy:1 Forfeit:3 Destiny:3
Lore: Brindy Truchong is a typical female Corellian {smuggler}. Her goal in Mos Eisley is to find a quick means of providing supplies to the Rebellion.
Game Text: Once per turn, if no other nonunique corellian on same planet, you may cancel a force drain with a Back Card at a related site. Twice per game, may take one Gimer Stick, 'Cape' or 'Back' card from under your starting effect.

'Original Game Text: 'Once per turn, one weapon or device is deploy -1 onto a Rebel at same site.'


*Garouf Lafoe (ANH Virtual Contest#3)
Uncommon2 Alien-character, pilot
Power:2 Ability:1 Deploy:1 Forfeit:3 Destiny:3
Lore: Free-trader who imports ice chunks from rings of Ohann and Adriana, outer planets in Tatoo system. Sales remain cold... due to steep Imperial taxes and bribes.
Game Text: Adds 1 to power of anything he pilots (2 on Hoth). Your other characters at same Tatooine or Desert site are forfeit + 2. Once per turn, may use 1 force to reduce the forfeit of one Imperial present to 0 until end of turn. Game text suspended if at same site as a tax collector.

'Original Game Text: 'Adds 1 to power of anything he pilots. Adds 1 to forfeit of each of your characters at same Tatooine site. Subtracts 1 from forfeit of each of opponent's characters at same Hoth site. Game text suspended if at same site as a tax collector.'


*Hunchback
Rare1 Alien-character
Power:4 Ability:11/2 Deploy:4 Forfeit:4 Destiny:3
Lore: What hump?
Game Text: All cards with 'Back' in title become used interrupts and may target Hunchback for remainder of game. Any 'Cape' or Gimer Stick may deploy here for free (regardless of restrictions except uniqueness) and you may retrieve 1 force at the end of your control phase for each Cape or Gimer Stick deployed on Hunchback.

'Original Game Text: 'On a hunch, if opponent just initiated a Force drain at an adjacent site, you may use 1 Force to search opponent's Force Pile and place out of play one card there that has 'back' in the title; reshuffle.'


Remote (REMOVED)
Common2 Epic
Training Level:3 Destiny:4
Lore: Tshhhh. Tshhhh. Zap! 'Look... good against remotes is one thing. Good against the living, that's something else.
Game Text: Deploy on table. Once per turn, target a Trainer with an Apprentice (non-droid character of lesser Combat Skill) together at a site and draw combat training destiny. If destiny > apprentice's power, place top card from lost pile face down under apprentice to add +1 to power (character is 'trained', with a +1 Combat skill). The effects of this card are Cumulative. (FIX PICTURE)

'Original Game Text: 'Use 1 Force to deploy at any site. Moves like a character at normal use of the Force. Once during each of your control phases, may: Select one character present to be power or forfeit +1 for remainder of turn. OR Use 2 Force to cancel any seeker present.'


NOTES: Combat Skill- a new attribute has been created for the game to allow for a different way of playing. Characters are either 'Trained' or 'Untrained'.

Any character with a stated Combat Skill, Trainer attribute, and those 'trained' through the use of certain cards are 'Trained' characters. All other characters are considered 'Untrained' (even Jedi).

Training Level - This is the maximum training level this device can help with. Using a Remote (v), Ben Kenobi decides to train Luke. He can train Luke with the remote up to a 3 Combat Skill, then must seek another method.


*Tzizvvt (by Tacobell/ANH Virtual Contest#1)
Rare2 Alien-character
Power:2 Ability:2 Deploy:2 Forfeit:4 Destiny:3
Lore: This male Brizzit, from the planet Jandoon, is hiding from the Imperials on the remote world Tatooine. He hopes to procure passage to the Outer Rim before the Empire finds him.
Game Text: Twice per game may /\ I Thought They Smelled Bad on The Outside. May move away from a battle involving any Imperial of ability < 4 as a 'react'. May 'fly' (Landspeed = 2).

'Original Game Text: 'May 'fly' (move) only during your deploy phase, up to two sites away, for 1 Force. Power +1 at Trash Compactor, any Dagobah site or same site as Dark Waters or Tarkin.'


*You're All Clear Kid! (by retnuhytnuob/ANH Virtual Contest#5)
Rare1 Used Interrupt
Destiny:3
Lore: 'Now let's blow this thing and go home!'
Game Text: After moving a starfighter to a System you control, it may make an additional move (without hyperdrive). (Immune to Sense) OR target your [Independent] starfighter (or falcon) with Proton Torpedoes or Chewie aboard and an opponent's starfighter present at same system. Each player draws destiny and adds their maneuver. Lowest total loses starship.

'Original Game Text: 'Cancel I'm On The Leader. (Immune to Sense.) OR Use 1 Force during an Attack Run. Move one TIE in Death Star: Trench (your choice) to Death Star system for free. Add 1 to total of Attack Run if lead starfighter has matching pilot aboard.'


 




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.



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