Star Wars: The Card Game – Lure of the Dark Side
Star Wars: The Card Game – Lure of the Dark Side Rulebook
Table of Contents
Table of Contents
Objective Set 102
Commando Operations
No. 519 · Objective · Light side · Rebel Alliance · Traits: Endor · Damage capacity 5 · Resource 1
While this objective is undamaged, enemy fate card effects do not resolve. (Force icons on these cards still count towards the edge battle.)
General Crix Madine
No. 520 · Unit · Light side · Rebel Alliance · Traits: Character, Leader · Cost 4 · Damage capacity 3 · Force icons 3 · Resource 3
Reaction: After a fate card is revealed in an edge stack, remove 1 focus token from this unit.
Rebel Commando
No. 521 · Unit · Light side · Rebel Alliance · Traits: Character, Trooper · Cost 3 · Damage capacity 2 · Force icons 1
Reaction: After an enemy fate card resolves, put this unit into play from your hand as a participating unit on your side.
Adaptive Strategy
No. 522 · Event · Light side · Rebel Alliance · Traits: Tactic · Cost 0 · Force icons 1
Reaction: After a fate card effect resolves, resolve that effect again as if that card were in your edge stack.
Seeds of Decay
No. 523 · Fate · Light side · Neutral · Force icons 2
You may place 1 focus token on a target ready unit that is committed to the Force.
Objective Set 103
Against All Odds
No. 524 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1
Each unit you control gains [Blast Damage] while attacking an opponent who has more cards in hand than you.
Dash Rendar
No. 525 · Unit · Light side · Smugglers and Spies · Traits: Character, Smuggler, Mercenary · Cost 4 · Damage capacity 3 · Force icons 3
Elite.
While this unit is attacking alone, it gains [Blast Damage] for each card in the defending player's hand.
Shifty Lookout
No. 526 · Unit · Light side · Neutral · Traits: Character · Cost 1 · Damage capacity 1 · Force icons 1
While this unit is ready, each opponent is considered to have 1 additional card in his hand.
Holding All the Cards
No. 527 · Event · Light side · Smugglers and Spies · Traits: Gamble · Cost 0 · Force icons 1
Action: Each player draws 2 cards.
Target of Opportunity
No. 133 · Fate · Light side · Neutral · Force icons 2
If you are the attacking player, deal 1 damage to the engaged objective.
Objective Set 104
Agent of the Emperor
No. 528 · Objective · Dark side · Sith · Traits: Shelkonwa · Damage capacity 5 · Resource 1
While this objective is undamaged, it gains: "Reaction: After you commit a [Sith] unit to the Force, place 1 focus token on a target enemy unit."
Mara Jade
No. 529 · Unit · Dark side · Sith · Traits: Character, Force User · Cost 4 · Damage capacity 3 · Force icons 3
This unit gains targeted strike, shielding, and elite while it is committed to the Force.
Imperial Shadow Guard
No. 530 · Unit · Dark side · Sith · Traits: Character, Force Sensitive · Cost 2 · Damage capacity 2 · Force icons 1
Protect unit that is committed to the Force.
Mara Jade's Lightsaber
No. 531 · Enhancement · Dark side · Sith · Traits: Weapon · Cost 1 · Force icons 2
Enhance a Force User or Force Sensitive unit.
Enhanced unit gains [Unit Damage].
If enhanced unit is Mara Jade, she is considered committed to the Force.
Sith Library
No. 72 · Enhancement · Dark side · Neutral · Traits: Coruscant, Location · Cost 1 · Resource 1
Enhance your play area.
Limited. (You cannot play more than one limited card per turn.)
Rage
No. 532 · Event · Dark side · Sith · Traits: Force, Control · Cost 2 · Force icons 1
Play only if the Balance of the Force is with the dark side.
Action: Remove up to 2 focus tokens from a target unit that is committed to the Force.
Objective Set 105
Victory or Death
No. 533 · Objective · Dark side · Imperial Navy · Traits: Coruscant · Damage capacity 5 · Resource 1
While this objective is undamaged, players cannot commit non-Vehicle units to the Force during the Force phase.
Victory-class Star Destroyer
No. 534 · Unit · Dark side · Imperial Navy · Traits: Vehicle, Capital Ship · Cost 4 · Damage capacity 3 · Force icons 3
This unit gains [Blast Damage] [Blast Damage] while the Balance of the Force is with the dark side.
Political Reliability Observer
No. 535 · Unit · Dark side · Neutral · Traits: Character · Cost 2 · Damage capacity 1 · Force icons 1
Reaction: After this unit enters play, a target unit you control is committed to or removed from the Force.
Control Room
No. 24 · Enhancement · Dark side · Imperial Navy · Traits: Location · Cost 2 · Resource 2
Enhance your play area.
Limited. (You cannot play more than one limited card per turn.)
Echoes of the Force
No. 536 · Fate · Dark side · Neutral · Force icons 2
You may commit a target unit to or remove a target unit from the Force.
Objective Set 106
The Findsman's Intuition
No. 537 · Objective · Dark side · Scum and Villainy · Traits: Nar Shaddaa · Damage capacity 5 · Resource 1
This objective contributes X Force icons to your side during the Force struggle. X is the number of captured cards here.
Zuckuss
No. 538 · Unit · Dark side · Scum and Villainy · Traits: Character, Bounty Hunter, Force Sensitive · Cost 3 · Damage capacity 2 · Force icons 3
Reaction: After this unit is focused to strike, look at the top 3 cards of an opponent's deck. Capture 1 of those cards, and return the other cards to the top of the deck in any order. (Limit once per engagement.)
4-LOM
No. 539 · Unit · Dark side · Scum and Villainy · Traits: Droid, Bounty Hunter · Cost 2 · Damage capacity 2 · Force icons 1
Reaction: After a captured card is rescued, put this unit into play from your discard pile.
Containment Field
No. 540 · Enhancement · Dark side · Neutral · Traits: Item · Cost 0 · Force icons 1
Enhance an enemy unit.
Enhanced unit loses all Force icons.
Springing the Ambush
No. 541 · Event · Dark side · Scum and Villainy · Traits: Trap · Cost 1 · Force icons 2
Reaction: After you win a Force struggle, capture a target enemy unit committed to the Force.
Pay Out
No. 542 · Event · Dark side · Scum and Villainy · Traits: Bounty · Cost 1 · Force icons 1
Limited.
Action: Remove 1 focus token from each [Scum and Villainy] objective you control.
Notes on This Transcription
- The community database lists three cards twice: Rebel Commando (No. 521), Holding All the Cards (No. 527) and Victory-class Star Destroyer (No. 534). The duplicate rows are identical, so each card is shown once above.
- Three cards carry numbers out of this pack's sequence: Target of Opportunity (No. 133), Sith Library (No. 72) and Control Room (No. 24). The database lists them under this product, so they are included in their objective sets.
- The database records 27 unique cards across objective sets 102 to 106. The card text above is transcribed as the database records it; it has not been checked against the physical cards.