Star Wars: The Card Game – Imperial Entanglements
Star Wars: The Card Game – Imperial Entanglements Rulebook
Table of Contents
Table of Contents
Objective Set 171
House Edge
No. 838 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1
While this objective is undamaged, it gains: "Interrupt: When an opponent would choose a card from his hand to place in an edge stack, he must choose that card at random instead. (Limit once per turn.)"
Lando Calrissian
No. 839 · Unit · Light side · Smugglers and Spies · Cost 4 · Unique · Damage capacity 3 · Force icons 2
Action: If you and your opponent each have 1 or more cards in hand, each chooses 1 card from hand. Reveal those cards simultaneously. The player that revealed more printed Force icons may remove a focus token from a card he controls. Discard both revealed cards. (Limit once per turn.)
Herglic Sabacc Addict
No. 840 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 1
Reaction: After this unit enters play, name a card. Your opponent must reveal his hand and discard all copies of that card from his hand.
Cloud City Casino
No. 22 · Enhancement · Light side · Neutral · Cost 1 · Force icons 0 · Resource 1
Enhance your play area.
Limited. (You cannot play more than one limited card per turn.)
Sabacc Shift
No. 841 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 2
Play only during your turn.
Action: Your opponent shuffles his hand back into his deck and draws X cards. X is the number of cards he shuffled into his deck.
The Gambler's Trick
No. 842 · Fate · Light side · Neutral · Force icons 1 · Edge priority 3
If you control a participating unique [Smugglers and Spies] unit, cancel the card effects of all enemy fate cards with priority 4 or higher revealed during this edge battle.
Objective Set 172
Debt of Honor
No. 843 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1
Reaction: After a Wookiee unit you control is sacrificed or destroyed, shuffle it back into its owner's deck from the discard pile. (Limit once per turn.)
Chewbacca
No. 844 · Unit · Light side · Smugglers and Spies · Cost 3 · Unique · Damage capacity 3 · Force icons 2
Action: If you control fewer units than each opponent, target up to 2 friendly units. Place 1 shield on each targeted unit. (Limit once per turn.)
Wookiee Defender
No. 845 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 2
This unit gains [Unit Damage] while it is shielded.
Kashyyyk Resistance Hideout
No. 846 · Enhancement · Light side · Smugglers and Spies · Cost 2 · Unique · Force icons 1 · Resource 1
Enhance your play area.
Action: If you control fewer units than each opponent, focus this enhancement to place 2 shields on a target unit you control, even if that unit is already shielded.
Wookiee Rage
No. 847 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 1
Action: During an engagement, sacrifice a participating Wookiee unit to deal X damage divided among participating enemy units. X is the remaining damage capacity of the sacrificed unit.
Protection
No. 256 · Fate · Light side · Neutral · Force icons 2 · Edge priority 3
Place 1 shield on a target unit or objective.
Objective Set 173
Fortune and Fate
No. 848 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 2
The card database records no text for this card, so none is transcribed.
Lady Luck
No. 849 · Unit · Light side · Smugglers and Spies · Cost 4 · Unique · Damage capacity 3 · Force icons 3
Reaction: After this unit is focused to strike, reveal the top 3 cards of your deck. Discard one of those cards, place one on the bottom of your deck, and place one into your hand.
Cloud City Technician
No. 850 · Unit · Light side · Neutral · Cost 2 · Damage capacity 1 · Force icons 1
Reaction: After this unit enters your discard pile, draw 1 card.
Central Computer
No. 851 · Enhancement · Light side · Smugglers and Spies · Cost 1 · Force icons 0 · Resource 1
Enhance your play area.
Limited.
Interrupt: When you would draw a card, draw the bottom card of your deck instead.
Target of Opportunity
No. 133 · Fate · Light side · Neutral · Force icons 2 · Edge priority 9
If you are the attacking player, deal 1 damage to the engaged objective.
Objective Set 174
Honor Among Thieves
No. 852 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1
Reaction: After an opponent plays an event card, remove 1 focus token from this objective. (Limit once per turn.)
Mirax Terrik
No. 853 · Unit · Light side · Smugglers and Spies · Cost 2 · Unique · Damage capacity 2 · Force icons 2
Reduce the cost of the first event card you play each turn by 1.
Fringer Captain
No. 854 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 1
This unit cannot be targeted by enemy events.
Special Discount
No. 855 · Event · Light side · Smugglers and Spies · Cost 0 · Force icons 2
Action: Sacrifice a unit to reduce the cost of the next card you play this phase by the sacrificed card's printed cost.
One Last Trick
No. 856 · Event · Light side · Smugglers and Spies · Cost 1 · Force icons 1
Interrupt: When a unit you control leaves play, place 1 focus token on a target unit with equal or lower printed cost.
Objective Set 175
Renegade Reinforcements
No. 857 · Objective · Light side · Smugglers and Spies · Damage capacity 5 · Resource 1
Reaction: After the first Renegade Squadron unit you control is focused to strike this turn, it gains [Edge-Enabled Tactics] until the end of the strike.
Corporal Dansra Beezer
No. 858 · Unit · Light side · Smugglers and Spies · Cost 3 · Unique · Damage capacity 2 · Force icons 2
Reaction: After this unit is focused to strike, this unit gains 1 combat icon that another participating unit has, until the end of the phase.
Renegade Squadron Operative
No. 210 · Unit · Light side · Smugglers and Spies · Cost 2 · Damage capacity 2 · Force icons 1
The card database records no text for this card, so none is transcribed.
Hidden Backup
No. 859 · Enhancement · Light side · Neutral · Cost 0 · Force icons 1
Enhance your play area.
While you are the defending player and have no ready defenders, this enhancement gains: "Action: Focus this enhancement to have a target ready unit you control participate on your side."
Directed Fire
No. 860 · Event · Light side · Neutral · Cost 1 · Force icons 1
Interrupt: When you would choose a unit to strike during an engagement, choose a target ready unit you control not participating in the engagement instead. That unit strikes as if it were participating.
Last Minute Reinforcements
No. 861 · Event · Light side · Smugglers and Spies · Cost 2 · Force icons 2
Reaction: After you declare defenders, search your deck for a non-Vehicle unit and put it into play as a participating unit on your side. Shuffle your deck. If that unit is still in play at the end of the engagement, place it on the bottom of your deck.
Objective Set 176
Mysteries of the Rim
No. 862 · Objective · Light side · Jedi · Damage capacity 5 · Resource 1
Limit 1 per objective deck.
Action: Move 1 focus token from this objective to a [Jedi] unit you control. (Limit once per turn.)
Outer Rim Mystic
No. 863 · Unit · Light side · Jedi · Cost 2 · Damage capacity 2 · Force icons 2
Reaction: After a focus token is placed on a friendly unit by an enemy card effect or combat icon, move that focus token to this unit. (Limit once per turn.)
Niman Training
No. 864 · Enhancement · Light side · Jedi · Cost 0 · Force icons 2
Enhance a Force User or Force Sensitive unit.
Enhanced unit gains elite.
Force Illusion
No. 865 · Event · Light side · Jedi · Cost 1 · Force icons 1
Reaction: After you declare a lone attacker, target up to X ready enemy units. X is the number of focus tokens on a Force User unit you control. Targeted units cannot be declared as defenders this engagement.
Objective Set 177
Planning the Rescue
No. 866 · Objective · Light side · Rebel Alliance · Damage capacity 5 · Resource 1
Forced Reaction: After this objective enters play, reveal the top X cards of your deck. X is the number of objectives your opponent has in play. Then, place each revealed card at an enemy objective as a captured card.
General Airen Cracken
No. 867 · Unit · Light side · Rebel Alliance · Cost 3 · Unique · Damage capacity 3 · Force icons 2
While this unit is attacking, it gains [Edge-Enabled Blast Damage] for each captured card at the engaged objective and: "Reaction: After a unit or enhancement is rescued from the engaged objective, put it into play. (Limit once per turn.)"
Alliance Infiltrator
No. 868 · Unit · Light side · Rebel Alliance · Cost 2 · Damage capacity 2 · Force icons 1
Reaction: After this unit enters play, move 1 target captured card to a different enemy objective. Then, draw 1 card.
Superior Intelligence
No. 869 · Enhancement · Light side · Rebel Alliance · Cost 2 · Force icons 0 · Resource 1
Enhance your play area.
Action: If it is not the conflict phase, focus this enhancement to place a card from your hand at an enemy objective as a captured card.
Undercover
No. 870 · Event · Light side · Rebel Alliance · Cost 0 · Force icons 2
Action: Target up to 2 cards in your discard pile. Shuffle the targeted cards back into your deck. Then, place this card at an enemy objective as a captured card.
Rescue Mission
No. 117 · Event · Light side · Neutral · Cost 2 · Force icons 2
Action: Rescue 1 captured card. If it is a unit, you may put it into play under its owner's control.
Objective Set 178
The Tarkin Doctrine
No. 871 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1
Imperial Navy affiliation only.
While you control 3 or more [Imperial Navy] objectives, this objective gains: "Reaction: After an opponent declares attackers, he must either spend 2 resources or end the engagement without further resolution. (Limit once per turn.)"
Grand Moff Tarkin
No. 872 · Unit · Dark side · Imperial Navy · Cost 3 · Unique · Damage capacity 3 · Force icons 3 · Resource 1
Elite.
Reaction: After a phase begins, spend 1 [Imperial Navy] resource to treat a target card's printed text box as if it were blank (except for Traits) until the end of the phase. (Limit once per turn.)
Stormtrooper Assault Team
No. 873 · Unit · Dark side · Imperial Navy · Cost 2 · Damage capacity 2 · Force icons 1
Targeted Strike.
This unit gains [Edge-Enabled Unit Damage] for each [Imperial Navy] objective you control.
Rule by Fear
No. 874 · Enhancement · Dark side · Imperial Navy · Cost 3 · Force icons 1
Enhance your play area.
Reaction: After an enemy unit enters play, sacrifice this enhancement to return that unit to its owner's hand.
Moment of Triumph
No. 875 · Event · Dark side · Imperial Navy · Cost 2 · Force icons 2
Play only during your turn.
Action: Destroy each unit with printed cost 2 or lower.
Twist of Fate
No. 171 · Fate · Dark side · Neutral · Force icons 0 · Edge priority 2
Cancel this edge battle and the card effects of all other fate cards just revealed. Discard both edge stacks and start a new edge battle.
Objective Set 179
Might of the Empire
No. 876 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 2
Each Capital Ship unit you control gains elite.
Chimaera
No. 877 · Unit · Dark side · Imperial Navy · Cost 5 · Unique · Damage capacity 4 · Force icons 3
Elite.
Reaction: After this unit is focused to strike, it gains [Unit Damage] or [Blast Damage] until the end of the phase.
DP20 Corellian Gunship
No. 878 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 2 · Force icons 2
Shielding.
Reaction: After this unit is declared as an attacker or defender, place 1 shield on a target unit or objective.
Fleet Staging Area
No. 879 · Enhancement · Dark side · Imperial Navy · Cost 0 · Force icons 0 · Resource 1
Enhance your play area.
Limited.
Resources generated by this enhancement can only be used to play [Imperial Navy] cards with printed cost 3 or higher.
Tractor Beam
No. 392 · Event · Dark side · Neutral · Cost 2 · Force icons 3
Action: Move 1 focus token from a Vehicle unit you control to a target Vehicle unit with lower printed cost.
The Empire Strikes Back
No. 880 · Event · Dark side · Imperial Navy · Cost 0 · Force icons 1
Reaction: After an enemy objective is destroyed, increase the Death Star dial by 1.
Objective Set 180
Enforced Loyalty
No. 881 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1
Reaction: After an opponent's turn ends, if this objective is undamaged, deal 1 damage to each enemy objective. (Limit 1 per turn.)
Colonel Yularen
No. 882 · Unit · Dark side · Imperial Navy · Cost 3 · Unique · Damage capacity 2 · Force icons 2
Reaction: After this unit enters play, move up to 2 damage from an objective you control to a target enemy objective.
Lieutenant Mithel
No. 883 · Unit · Dark side · Imperial Navy · Cost 2 · Unique · Damage capacity 3 · Force icons 2
While this unit is defending it gains: "Reaction: After the first enemy Vehicle unit is focused to strike this engagement, it loses [Blast Damage] and [Edge-Enabled Blast Damage] for that strike."
MSE-6 "Mouse" Droid
No. 884 · Unit · Dark side · Neutral · Cost 0 · Damage capacity 1 · Force icons 1
Action: During the deployment phase, focus this unit to draw 1 card. Any opponent may focus a unit he controls to cancel this effect.
Control Room
No. 24 · Enhancement · Dark side · Imperial Navy · Cost 2 · Force icons 0 · Resource 2
Enhance your play area.
Limited. (You cannot play more than one limited card per turn.)
The Imperial Fist
No. 885 · Fate · Dark side · Neutral · Force icons 1 · Edge priority 10
If you control a participating unique [Imperial Navy] unit, move up to 2 damage from a friendly objective to a target enemy objective.
Objective Set 181
Imperial Entanglements
No. 886 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1
The first unit you focus to strike each engagement gains [Unit Damage] until the end of the engagement.
Imperial Raider
No. 887 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 3 · Force icons 2
Shielding.
Reaction: After you lose an edge battle as the defender, declare this unit as a participating unit on your side. (Limit once per turn.)
VT-49 Decimator
No. 888 · Unit · Dark side · Imperial Navy · Cost 2 · Damage capacity 2 · Force icons 1
While this unit is defending alone, you strike first this engagement.
Customs Blockade
No. 889 · Enhancement · Dark side · Imperial Navy · Cost 1 · Force icons 2
Enhance your play area.
Forced Interrupt: When the first enemy event card is played this turn, focus this enhancement with 2 focus tokens to cancel its effects.
Ion Cannon
No. 890 · Enhancement · Dark side · Neutral · Cost 1 · Force icons 1
Enhance a Capital Ship or Transport unit.
Enhanced unit gains [Tactics].
Objective Set 182
Phantoms of Imdaar
No. 891 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1
Reaction: After you declare 2 or more Fighter units as attackers or defenders, place 1 shield on one of those units.
TIE Phantom
No. 892 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 2 · Force icons 2
While this unit is ready and participating in an engagement, it cannot be targeted by enemy card effects or affected by enemy combat icons.
Enhanced Laser Cannon
No. 893 · Enhancement · Dark side · Neutral · Cost 1 · Force icons 2
Enhance a Fighter unit.
Enhanced unit gains [Unit Damage].
Damage dealt by enhanced unit cannot be prevented by shields.
Fighters Coming In!
No. 894 · Event · Dark side · Imperial Navy · Cost 0 · Force icons 1
Action: During an engagement, a target non-participating ready Fighter unit you control is now participating on your side.
Heat of Battle
No. 169 · Fate · Dark side · Neutral · Force icons 2 · Edge priority 6
Deal 1 damage to a target participating enemy unit.
Objective Set 183
Brothers of the Sith
No. 895 · Objective · Dark side · Sith · Damage capacity 5 · Resource 1
Sith affiliation only.
Action: Focus this objective to search the top 5 cards of your deck for any number of Sithspawn cards, reveal them, and add them to your hand. Shuffle the remaining cards back into your deck.
Gorc
No. 896 · Unit · Dark side · Sith · Cost 4 · Unique · Damage capacity 5 · Force icons 3
Elite.
Protect Pic.
Reaction: After this unit takes damage, return Pic to your hand.
Pic
No. 897 · Unit · Dark side · Sith · Cost 2 · Unique · Damage capacity 2 · Force icons 2
Action: During an engagement in which Gorc is participating, put this unit into play from your hand as a participating unit on your side.
Telepathic Connection
No. 898 · Enhancement · Dark side · Sith · Cost 0 · Force icons 2
Enhance your play area.
Pic gains targeted strike.
Gorc gains: "Reaction: After this unit is declared as an attacker, target an enemy unit. That unit must defend this engagement, if able."
Force Stasis
No. 62 · Event · Dark side · Sith · Cost 1 · Force icons 1
Action: Target an enemy Character or Creature unit. That unit cannot be declared as an attacker or defender until the end of the phase.
Force Invisibility
No. 899 · Event · Dark side · Sith · Cost 2 · Force icons 1
Reaction: After an enemy unit is focused to strike, target a [Sith] unit you control. The targeted unit cannot be affected by enemy combat icons this strike.
Objective Set 184
The Hutt's Menagerie
No. 900 · Objective · Dark side · Scum and Villainy · Damage capacity 5 · Resource 1
Limit 1 per objective deck.
Action: Focus this objective to return a Creature unit from your discard pile to your hand.
Malakili
No. 901 · Unit · Dark side · Scum and Villainy · Cost 1 · Unique · Damage capacity 1 · Force icons 1
Reaction: After this unit enters play, search your deck for a Creature unit, reveal it, and add it to your hand. Shuffle your deck.
Jabba's Rancor
No. 902 · Unit · Dark side · Scum and Villainy · Cost 4 · Unique · Damage capacity 4 · Force icons 1
No enhancements.
Reaction: After you win an edge battle, if this unit is participating in the engagement, destroy 1 target participating enemy non-Vehicle unit.
Bubo
No. 903 · Unit · Dark side · Scum and Villainy · Cost 2 · Unique · Damage capacity 3 · Force icons 2
No enhancements.
Protect [Scum and Villainy] unit.
Underground Entertainment
No. 904 · Enhancement · Dark side · Scum and Villainy · Cost 0 · Force icons 2
Enhance your play area.
Action: Shuffle this enhancement into its owner's deck to remove a target enemy non-Vehicle unit from an engagement. Then, deal that unit 1 damage.
Jabba's Summons
No. 905 · Event · Dark side · Scum and Villainy · Cost 1 · Force icons 2
Action: Search your deck for a Bounty Hunter or Mercenary unit, reveal it, and add it to your hand. Shuffle your deck.