Star Wars: The Card Game – Trust in the Force
Star Wars: The Card Game – Trust in the Force Rulebook
Table of Contents
Table of Contents
Objective Set 280
Danger in the Wastes
No. 2162 · Objective · Light side · Jedi · Traits: Tatooine · Resource value 2 · Damage capacity 5
No card text (vanilla).
Obi-Wan Kenobi
No. 2163 · Unit · Light side · Jedi · Unique · Traits: Character, Force User · Cost 5 · Damage capacity 3 · Force icons 4 · Combat icons (normal): unit damage 1, blast damage 0, tactics 1 · Combat icons (edge): unit damage 0, blast damage 1, tactics 1
Elite. While you control:
- another [Jedi] unit, this unit gains +1 damage capacity.
- another [Rebel Alliance] unit, this unit gains edge (1).
- another [Smugglers and Spies] unit, this unit gains protect Character.
Steadfast Settler
No. 2164 · Unit · Light side · Neutral · Traits: Character, Civilian · Cost 2 · Resource value 1 · Damage capacity 2 · Force icons 1 · Combat icons (normal): unit damage 0, blast damage 0, tactics 0 · Combat icons (edge): unit damage 0, blast damage 1, tactics 0
Influence.
Obi-Wan's Robes
No. 2165 · Enhancement · Light side · Jedi · Unique · Traits: Item · Cost 1 · Force icons 1
Enhance a Character unit. While you control a [Rebel Alliance] or [Smugglers and Spies] card, your reserve value is increased by 1. If enhanced unit is Obi-Wan Kenobi, your reserve value is increased by 2 instead. Increase your reserve value by 1 if you control a [Rebel Alliance] or [Smugglers and Spies] card. If enhanced unit is Obi-Wan Kenobi, increase your reserve value by 2 instead.
Note: the database records the reserve-value sentence twice, as two consecutive lines with the same meaning. Both are transcribed as recorded.
Krayt Dragon Howl
No. 2166 · Event · Light side · Jedi · Cost 1 · Force icons 2
Action: During an engagement, remove each enemy Character unit with printed cost 3 or lower from the engagement.
Allies of Necessity
No. 2079 · Fate · Light side · Neutral · Force icons 2 · Edge priority 7
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 281
Inhospitable Deployments
No. 2167 · Objective · Light side · Rebel Alliance · Traits: Hoth · Resource value 1 · Damage capacity 5
Interrupt: When you play a Speeder or Trooper unit, reduce its cost by 1 (to a minimum of 1). (Limit X times per turn. X is the number of Hoth objectives you control.)
Major Bren Derlin
No. 2168 · Unit · Light side · Rebel Alliance · Unique · Traits: Character, Leader, Trooper · Cost 3 · Damage capacity 3 · Force icons 3 · Combat icons (normal): unit damage 1, blast damage 1, tactics 0 · Combat icons (edge): unit damage 0, blast damage 0, tactics 1
Elite. Edge (X). X is the number of Hoth objectives you control.
Echo Scout
No. 2169 · Unit · Light side · Rebel Alliance · Traits: Character, Scout, Trooper · Cost 2 · Damage capacity 2 · Force icons 1 · Combat icons (normal): unit damage 1, blast damage 0, tactics 0 · Combat icons (edge): unit damage 0, blast damage 0, tactics 0
Action: Focus this unit to search the top X cards of your deck for 1 card, add it to your hand, and return the other cards to the top of your deck in any order. X is the number of Hoth objectives you control.
Wilderness Fighters
No. 188 · Unit · Light side · Neutral · Traits: Character, Trooper · Cost 3 · Damage capacity 2 · Force icons 1 · Combat icons (normal): unit damage 0, blast damage 0, tactics 0 · Combat icons (edge): unit damage 0, blast damage 2, tactics 0
This unit gains [Unit Damage] for each Hoth objective you control.
Evacuation Plan
No. 2170 · Event · Light side · Rebel Alliance · Cost 1 · Force icons 2
Reaction: After a turn ends, remove all focus tokens from each unit you control.
Battle of Hoth
No. 236 · Fate · Light side · Neutral · Force icons 3 · Edge priority 7
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
Objective Set 282
Across the Dune Sea
No. 2171 · Objective · Light side · Smugglers and Spies · Traits: Tatooine · Resource value 1 · Damage capacity 5
While this objective is undamaged, it gains: "Reaction: After your opponent's refresh phase begins, he chooses an exhausted unit he controls. That unit does not refresh this phase."
Dune Sea Hero
No. 2172 · Unit · Light side · Smugglers and Spies · Unique · Traits: Character, Scavenger · Cost 4 · Damage capacity 3 · Force icons 3 · Combat icons (normal): unit damage 2, blast damage 1, tactics 0 · Combat icons (edge): unit damage 0, blast damage 0, tactics 0
Elite. Reaction: After an enemy card effect or combat icon places a focus token on a friendly unit, move that focus token to a target enemy unit. (Limit once per turn.)
Jawa Warrior
No. 2173 · Unit · Light side · Neutral · Traits: Character, Scavenger · Cost 1 · Damage capacity 1 · Force icons 1 · Combat icons (normal): unit damage 1, blast damage 0, tactics 0 · Combat icons (edge): unit damage 0, blast damage 0, tactics 0
Copies in pack: 2 (the database records this card twice with identical text; shown once).
This unit deals double damage to exhausted non-Character units. Action: During an engagement, play this unit from your hand as a participating unit on your side.
Jawa Blaster
No. 2174 · Enhancement · Light side · Neutral · Traits: Weapon · Cost 0 · Force icons 1
Enhance a Character unit. Enhanced unit gains [Unit Damage]. Action: Spend 1 resource to put this enhancement into play from your discard pile.
Diversion
No. 2175 · Event · Light side · Smugglers and Spies · Traits: Tactic · Cost 2 · Force icons 3
Interrupt: When an opponent triggers an ability, cancel that ability's effects.
Objective Set 283
Blizzard Assault
No. 2176 · Objective · Dark side · Imperial Navy · Traits: Hoth · Resource value 1 · Damage capacity 5
Reduce the cost of the first Walker unit you play each turn by X (to a minimum of 2). X is the number of Hoth objectives you control.
General Veers
No. 2177 · Unit · Dark side · Imperial Navy · Unique · Traits: Character, Officer, Pilot · Cost 4 · Damage capacity 3 · Force icons 1 · Combat icons (normal): unit damage 1, blast damage 0, tactics 1 · Combat icons (edge): unit damage 0, blast damage 1, tactics 0
Pilot (2). (Reaction: After enhanced Walker unit resolves a strike in which it triggered its printed Reaction, resolve that unit's combat icons.) Each Walker unit you control gains elite.
Blizzard 1
No. 2178 · Unit · Dark side · Imperial Navy · Unique · Traits: Vehicle, Walker · Cost 5 · Damage capacity 4 · Force icons 3 · Combat icons (normal): unit damage 2, blast damage 1, tactics 0 · Combat icons (edge): unit damage 0, blast damage 1, tactics 0
Elite. Reaction: After this unit is focused to strike, instead of resolving its combat icons, discard a target participating unit without an enhancement on it.
Blizzard 2
No. 2179 · Unit · Dark side · Imperial Navy · Unique · Traits: Vehicle, Walker · Cost 4 · Damage capacity 3 · Force icons 2 · Combat icons (normal): unit damage 1, blast damage 0, tactics 1 · Combat icons (edge): unit damage 1, blast damage 1, tactics 0
Edge (1). Reaction: After this unit is focused to strike, instead of resolving its combat icons, set the Balance of the Force to the dark side and skip the Force phase this turn.
Decisive Victory
No. 2180 · Event · Dark side · Imperial Navy · Cost 1 · Force icons 1
Reaction: After an enemy objective is destroyed, discard a target enhancement.
Battle of Hoth
No. 202 · Fate · Dark side · Neutral · Force icons 3 · Edge priority 8
You may deal 1 damage to or remove 1 damage from a target Hoth objective.
Objective Set 284
Patrolling the Wastes
No. 2181 · Objective · Dark side · Scum and Villainy · Traits: Tatooine · Resource value 1 · Damage capacity 5
Reaction: After you commit a Mercenary unit or a [Scum and Villainy] Vehicle unit to the Force, remove all focus tokens from that unit. (Limit once per turn.)
Klaatu
No. 2182 · Unit · Dark side · Scum and Villainy · Unique · Traits: Character, Mercenary · Cost 3 · Resource value 1 · Damage capacity 2 · Force icons 2 · Combat icons (normal): unit damage 0, blast damage 0, tactics 1 · Combat icons (edge): unit damage 0, blast damage 1, tactics 0
Reaction: After this unit becomes exhausted, remove 1 damage from a target Vehicle unit.
Barada
No. 2183 · Unit · Dark side · Scum and Villainy · Unique · Traits: Character, Mercenary · Cost 3 · Damage capacity 3 · Force icons 2 · Combat icons (normal): unit damage 0, blast damage 1, tactics 0 · Combat icons (edge): unit damage 1, blast damage 0, tactics 0
Edge (1). Action: During an engagement, remove a shield from a participating Mercenary or Vehicle unit to give that unit [Unit Damage] [Blast Damage] until the end of the engagement. (Limit once per turn.)
Cargo Skiff
No. 2184 · Unit · Dark side · Scum and Villainy · Traits: Vehicle, Speeder · Cost 2 · Damage capacity 4 · Force icons 1 · Combat icons (normal): unit damage 1, blast damage 0, tactics 0 · Combat icons (edge): unit damage 1, blast damage 0, tactics 0
Protect Mercenary or Bounty Hunter.
Shield Generator Modification
No. 2185 · Enhancement · Dark side · Neutral · Traits: Upgrade · Cost 1 · Force icons 2
Enhance a Vehicle unit. Enhanced unit gains shielding and +1 damage capacity.
Protection
No. 388 · Fate · Dark side · Neutral · Force icons 2 · Edge priority 4
Place 1 shield on a target unit or objective.