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Star Wars: The Card Game – Promise of Power

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Promise of Power Rulebook

Table of Contents

Table of Contents

  • Objective Set 285
    • Twilight of the Apprentice
    • Ezra Bridger
    • "Old Master"
    • Ezra's Lightsaber
    • Use Your Power
    • Echoes of the Force
  • Objective Set 286
    • The Broken Horn
    • Cikatro Vizago
    • IG-RM Bodyguard Droid
    • Payback
    • Allies of Necessity
  • Objective Set 287
    • Order of Inquisitors
    • The Seventh Sister
    • The Fifth Brother
    • The Eighth Brother
    • Double-bladed Lightsaber
    • Press For Answers
  • Objective Set 288
    • Support of the Fleet
    • Relentless
    • TIE Escort
    • Imperial Influence
    • Allies of Necessity
  • Objective Set 289
    • Double-Crossing Droid
    • 8t88
    • Twi'lek Sycophant
    • Secret Information
    • Chain Reaction
    • Allies of Necessity

Objective Set 285

Twilight of the Apprentice

No. 2186 · Objective · Light side · Jedi · Traits: Malachor · Damage capacity 5 · Resource 1

Reaction: After the Balance of the Force changes sides, draw 1 card.

Ezra Bridger

No. 2187 · Unit · Light side · Jedi · Traits: Character, Force User, Specter · Cost 2 · Unique · Damage capacity 3 · Force icons 2

While the Balance of the Force is with the light side, this unit gains edge (1). While the Balance of the Force is with the dark side, this unit gains elite.

"Old Master"

No. 2188 · Unit · Light side · Neutral · Traits: Character, Force User · Cost 4 · Unique · Damage capacity 3 · Force icons 3

This unit cannot be committed to the Force. While the Balance of the Force is with the dark side, this unit gains elite, targeted strike, and [Unit Damage].

Ezra's Lightsaber

No. 2189 · Enhancement · Light side · Jedi · Traits: Weapon · Cost 1 · Unique · Force icons 2

Enhance a Force User or Force Sensitive unit. While the Balance of the Force is with the light side, enhanced unit cannot be targeted by enemy events. While the Balance of the Force is with the dark side, enhanced unit gains [Unit Damage] ([Edge-enabled Tactics]).

Use Your Power

No. 2190 · Event · Light side · Neutral · Traits: Force, Control, Alter · Cost 1 · Force icons 1

[Jedi] resources cannot be used to pay the cost of this event. Action: Set the Balance of the Force to the other side.

Echoes of the Force

No. 500 · Fate · Light side · Neutral · Force icons 2

You may commit a target unit to or remove a target unit from the Force.

Objective Set 286

The Broken Horn

No. 2191 · Objective · Light side · Smugglers and Spies · Traits: Lothal · Damage capacity 4

Elite. X is the number of different affiliations among cards you control.

Cikatro Vizago

No. 2192 · Unit · Light side · Smugglers and Spies · Traits: Character, Scoundrel · Cost 4 · Unique · Damage capacity 3 · Force icons 3

Edge (1). Shielding. This unit also has the Broken Horn affiliation.

IG-RM Bodyguard Droid

No. 2193 · Unit · Light side · Neutral · Traits: Droid · Cost 2 · Damage capacity 2 · Force icons 1 · Listed twice in source database

Reaction: After this unit enters play, search the top X cards of your deck for 1 card, add that card to your hand and place the others on the bottom of your deck in any order. X is the number of different affiliations among cards you control.

Payback

No. 2194 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 1

Reaction: After 1 or more of your units survive an unopposed engagement as attackers, deal X damage to a target enemy unit. X is the number of different affiliations among cards you control.

Allies of Necessity

No. 2079 · Fate · Light side · Neutral · Force icons 2

You may target 2 participating units you control that do not share an affiliation. If you do, one targeted unit gains [Unit Damage] and the other gains [Blast Damage] until the end of the engagement.

Objective Set 287

Order of Inquisitors

No. 2195 · Objective · Dark side · Sith · Traits: Malachor · Damage capacity 5 · Resource 1

Reduce the cost of the first Inquisitor card you play each turn by 1.

The Seventh Sister

No. 2196 · Unit · Dark side · Sith · Traits: Character, Force User, Inquisitor · Cost 4 · Unique · Damage capacity 3 · Force icons 3

Elite. While this unit is attacking, instead of the normal edge battle, your opponent places any number of cards in his edge stack first, if desired. You place any number of cards in your edge stack, if desired. Reveal and resolve those edge stacks as normal.

The Fifth Brother

No. 2197 · Unit · Dark side · Sith · Traits: Character, Force User, Inquisitor · Cost 4 · Unique · Damage capacity 3 · Force icons 2

Edge (1). Reaction: After an Inquisitor unit leaves play, remove 1 focus token from this unit.

The Eighth Brother

No. 2198 · Unit · Dark side · Sith · Traits: Character, Force User, Inquisitor · Cost 3 · Unique · Damage capacity 2 · Force icons 2

Shielding. Interrupt: When this unit leaves play, deal 1 damage to a target unit.

Double-bladed Lightsaber

No. 2199 · Enhancement · Dark side · Sith · Traits: Weapon · Cost 1 · Force icons 1

Enhance an Inquisitor unit. Enhanced unit gains [Unit Damage]. Action: Return enhanced unit and this enhancement to their owners' hand.

Press For Answers

No. 2200 · Event · Dark side · Sith · Traits: Inquisitor · Cost 1 · Force icons 2

Action: Look at the top X cards of your opponent's deck. Discard 1 of those cards and return the others to the top of the owner's deck in any order. X is the number of unique Character units you control.

Objective Set 288

Support of the Fleet

No. 2201 · Objective · Dark side · Imperial Navy · Traits: Outer Rim · Damage capacity 4 · Resource 1

Action: Focus a Fighter unit to remove 1 focus token from a target non-[Imperial Navy] Vehicle unit. (Limit once per turn.)

Relentless

No. 2202 · Unit · Dark side · Imperial Navy · Traits: Vehicle, Capital Ship · Cost 5 · Unique · Damage capacity 4 · Force icons 3

Elite. Reduce the cost of the first Fighter unit you play each turn by 1. Each Fighter unit you control gains ([Blast Damage]).

TIE Escort

No. 2203 · Unit · Dark side · Imperial Navy · Traits: Vehicle, Fighter · Cost 2 · Damage capacity 2 · Force icons 1 · Listed twice in source database

Protect non-[Imperial Navy] objective.

Imperial Influence

No. 2204 · Enhancement · Dark side · Imperial Navy · Traits: Condition · Cost 0 · Force icons 1

Enhance a resource generating card. Enhanced card gains influence. Reaction: After this enhancement enters play, draw 1 card.

Allies of Necessity

No. 2090 · Fate · Dark side · Neutral · Force icons 2

You may target 2 participating units you control that do not share an affiliation. If you do, one targeted unit gains [Unit Damage] and the other gains [Blast Damage] until the end of the engagement.

Objective Set 289

Double-Crossing Droid

No. 2205 · Objective · Dark side · Scum and Villainy · Traits: Nar Shaddaa · Damage capacity 5 · Resource 1

Scum and Villainy affiliation only. Interrupt: When an event card is played, deal 2 damage to this objective to cancel that event card's effects.

8t88

No. 2206 · Unit · Dark side · Scum and Villainy · Traits: Droid, Mercenary · Cost 4 · Unique · Damage capacity 3 · Force icons 3

Elite. Reaction: After you play a non-[Scum and Villainy] event, draw 1 card. (Limit twice per turn.)

Twi'lek Sycophant

No. 2012 · Unit · Dark side · Neutral · Traits: Character, Mercenary · Cost 1 · Damage capacity 1 · Force icons 1

Reaction: After this unit enters play, search the top 5 cards of your deck for an event card, reveal it, and add it to your hand. Shuffle the remaining cards back into your deck.

Secret Information

No. 2088 · Enhancement · Dark side · Neutral · Traits: Item · Cost 2 · Force icons 1 · Resource 1

Enhance your play area. Influence.

Chain Reaction

No. 632 · Event · Dark side · Neutral · Cost 1 · Force icons 3

Reaction: After a Reaction ability resolves, resolve its effect again as if you control the effect, ignoring any costs and trigger conditions. You may choose new target(s), if applicable.

Allies of Necessity

No. 2090 · Fate · Dark side · Neutral · Force icons 2

You may target 2 participating units you control that do not share an affiliation. If you do, one targeted unit gains [Unit Damage] and the other gains [Blast Damage] until the end of the engagement.