RulesPal
Chat
Rulebook
Star Wars: The Card Game – Press the Attack thumbnail

Star Wars: The Card Game – Press the Attack

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Press the Attack Rulebook

Table of Contents

Table of Contents

  • Objective Set 207
    • Lost in the Forest
    • C-3PO
    • Homeland Defender
    • Forest Awareness
    • Battle of Endor
  • Objective Set 208
    • Strike Team Assemble
    • Major Bren Derlin
    • Strike Team Specialist
    • Natural Cover
    • Scouting Ahead
    • Battle of Endor
  • Objective Set 209
    • Maw of Madness
    • Maw
    • Fallen Jedi
    • Expendable Scout
    • Juyo Training
    • Force Pull
  • Objective Set 210
    • Protect the Generator
    • Colonel Dyer
    • Endor AT-ST
    • Endor Command Post
    • Promotion
  • Objective Set 211
    • Hunter for Hire
    • Bane Malar
    • Lannik Lackey
    • Abandoned Hideout
    • Echoes of the Force

Objective Set 207

Lost in the Forest

No. 1006 · Objective · Light side · Jedi · Damage capacity 5 · Resource 1

Forced Reaction: After a player's refresh phase begins, he chooses 3 units he controls. Units not chosen cannot refresh this phase.

C-3PO

No. 1007 · Unit · Light side · Jedi · Cost 1 · Unique · Damage capacity 2

This unit gains 1 Force icon (to a maximum of 3) for each Ewok unit you control.

Homeland Defender

No. 1008 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2

Reaction: After your conflict phase begins, remove 1 focus token from this unit.

Forest Awareness

No. 1009 · Enhancement · Light side · Jedi · Cost 0

Enhance a [Jedi] or Ewok unit. Enhanced unit gains elite.

Battle of Endor

No. 942 · Fate · Light side · Neutral

For this edge battle, this card gains +1 Force icon (to a maximum of +3) for each Endor objective or enhancement in play.

Objective Set 208

Strike Team Assemble

No. 1010 · Objective · Light side · Rebel Alliance · Damage capacity 5 · Resource 1

While this objective is undamaged, resolve the effect of each fate card in your edge stack an additional time.

Major Bren Derlin

No. 1011 · Unit · Light side · Rebel Alliance · Cost 3 · Unique · Damage capacity 2

During an engagement in which you have placed at least 1 fate card in your edge stack, this unit gains [Blast Damage] and targeted strike.

Strike Team Specialist

No. 1012 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2

Edge (X). X is the number of fate cards in your opponent's edge stack.

Natural Cover

No. 1013 · Enhancement · Light side · Rebel Alliance · Cost 2 · Resource 1

Enhance your play area. Interrupt: When a Character unit or an Endor objective is dealt damage, focus this enhancement to prevent 1 point of that damage.

Scouting Ahead

No. 1014 · Event · Light side · Rebel Alliance · Cost 0

Action: Reveal the top 4 cards of each player's deck. For each player, you choose one of his revealed cards and add it to its owner's hand. Shuffle the remaining cards back into their owners' decks.

Battle of Endor

No. 942 · Fate · Light side · Neutral

For this edge battle, this card gains +1 Force icon (to a maximum of +3) for each Endor objective or enhancement in play.

Objective Set 209

Maw of Madness

No. 1015 · Objective · Dark side · Sith · Damage capacity 5 · Resource 1

Reaction: After this objective enters play, discard 1 card at random from each opponent's hand. If the Balance of the Force is with the dark side, discard 2 cards at random from each opponent's hand instead.

Maw

No. 1016 · Unit · Dark side · Sith · Cost 4 · Unique · Damage capacity 3

Edge (1). Reaction: After this unit is focused to strike, discard 1 card at random from the defending player’s hand. Then, if that card is an enhancement, put it into play under your control from his discard pile, enhancing an eligible card or game element.

Fallen Jedi

No. 1017 · Unit · Dark side · Neutral · Cost 2 · Damage capacity 2

While this unit is ready and participating in an engagement, each other participating Character unit you control gains [Unit Damage].

Expendable Scout

No. 945 · Unit · Dark side · Neutral · Cost 0 · Damage capacity 1

Action: Sacrifice this unit to have a player choose and discard 1 card from his hand. Then, that player draws 1 card.

Juyo Training

No. 1018 · Enhancement · Dark side · Sith · Cost 1

Enhance a Force User unit. Reaction: After this unit resolves its unit damage icons, resolve those icons again against a different target participating enemy unit. (Limit once per strike.)

Force Pull

No. 1019 · Event · Dark side · Sith · Cost 1

Action: Put an enhancement from an opponent's discard pile into play under your control, enhancing an eligible card or game element.

Objective Set 210

Protect the Generator

No. 1020 · Objective · Dark side · Imperial Navy · Damage capacity 5 · Resource 1

Reaction: After the first enemy unit is focused to strike during the first engagement against an [Imperial Navy] objective this turn, place 1 focus token on that unit.

Colonel Dyer

No. 1021 · Unit · Dark side · Imperial Navy · Cost 3 · Unique · Damage capacity 2

This unit gains [Unit Damage] for each Endor objective you control. This unit gains [Blast Damage] for each Endor objective an opponent controls.

Endor AT-ST

No. 1022 · Unit · Dark side · Imperial Navy · Cost 2 · Damage capacity 2

Action: Focus an Endor objective or enhancement to remove 1 focus token from this unit. (Limit once per phase.)

Endor Command Post

No. 1023 · Enhancement · Dark side · Imperial Navy · Cost 1 · Resource 1

Enhance your play area. Limited. Action: Focus an Officer unit to remove 1 focus token from this enhancement.

Promotion

No. 1024 · Enhancement · Dark side · Imperial Navy · Cost 1

Enhance an [Imperial Navy] Officer unit. Reaction: After an [Imperial Navy] unit other than enhanced unit is focused to strike, focus this enhancement to have the striking unit gain enhanced unit's combat icons until the end of the strike.

Objective Set 211

Hunter for Hire

No. 1025 · Objective · Dark side · Scum and Villainy · Damage capacity 5 · Resource 1

Reaction: After you lose a Force struggle by 2 or more Force icons, deal 1 damage to a target enemy unit committed to the Force

Bane Malar

No. 1026 · Unit · Dark side · Scum and Villainy · Cost 4 · Unique · Damage capacity 3

Edge (1). Interrupt: When this unit resolves its unit damage icons, assign the damage to a target non-participating enemy unit committed to the Force instead.

Lannik Lackey

No. 1027 · Unit · Dark side · Neutral · Cost 2 · Damage capacity 2

This unit gains [Tactics] while it is committed to the Force. This unit gains [Unit Damage] while it is not committed to the Force.

Abandoned Hideout

No. 1028 · Enhancement · Dark side · Scum and Villainy · Cost 2 · Resource 1

Enhance your play area. Action: Focus this enhancement to move a Force card from a unit to another unit controlled by the same player.

Echoes of the Force

No. 536 · Fate · Dark side · Neutral

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