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Star Wars: The Card Game – So Be It

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – So Be It Rulebook

Table of Contents

Table of Contents

  • Objective Set 201
    • Turning the Tide
    • Admiral Ackbar
    • Alliance B-Wing
    • Ackbar's Orders
    • The Final Battle
  • Objective Set 202
    • Feigning Captivity
    • Tamtel Skreej
    • Infiltration Specialist
    • Secret Objective
    • To Save a Friend
  • Objective Set 203
    • Battle of Endor
    • Tribe of the Trees
    • Ewok Ambusher
  • Objective Set 204
    • Fearsome and Foul
    • Sith Wyrm
    • Dark Lair
    • Feeding Frenzy
  • Objective Set 205
    • Control Room
    • Battle of Endor
    • Endor Entrapment
    • Interdictor-class Heavy Cruiser
    • Gladiator-class Star Destroyer
  • Objective Set 206
    • Secret Objective
    • Schemes and Intrigues
    • Ephant Mon
    • Chevin Mercenary
    • Head of Security
    • Capture the Assassin

Objective Set 201

Turning the Tide

No. 983 · Objective · Light side · Rebel Alliance · Traits: Endor · Damage capacity 5 · Resource 1

Reaction: After you play a mission or a [Rebel Alliance] event card, remove 1 focus token from this objective. (Limit once per turn.)

Admiral Ackbar

No. 984 · Unit · Light side · Rebel Alliance · Traits: Character, Leader · Cost 3 · Unique · Damage capacity 3 · Force icons 3 · Resource 1

Elite.

Each [Rebel Alliance] Vehicle unit gain [Blast Damage] while it is attacking a mission.

Alliance B-Wing

No. 985 · Unit · Light side · Rebel Alliance · Traits: Vehicle, Fighter · Cost 1 · Damage capacity 2 · Force icons 1

No printed text is recorded in the database for this card.

Ackbar's Orders

No. 986 · Event · Light side · Rebel Alliance · Traits: Tactic · Cost 1 · Force icons 2

Action: Search your deck for a mission and put it into play. Shuffle your deck.

The Final Battle

No. 987 · Mission · Light side · Rebel Alliance · Traits: Endor · Cost 1 · Damage capacity 10 · Force icons 1

Reaction: After this mission is completed, destroy a target objective.

Objective Set 202

Feigning Captivity

No. 988 · Objective · Light side · Smugglers and Spies · Traits: Tatooine · Damage capacity 5 · Resource 1

Reaction: After your turn begins, look at the bottom card of your deck. Place it as a captured card at an enemy objective of your choice.

Tamtel Skreej

No. 989 · Unit · Light side · Smugglers and Spies · Traits: Character, Scoundrel, Spy · Cost 3 · Unique · Damage capacity 3 · Force icons 3

If Lando Calrissian is in play, discard this unit.

This unit gains elite and [Blast Damage] [Edge-Enabled Blast Damage] while an objective has 1 or more captured cards.

Infiltration Specialist

No. 990 · Unit · Light side · Smugglers and Spies · Traits: Character, Spy · Cost 1 · Damage capacity 1 · Force icons 1

Interrupt: When this unit leaves play, rescue 1 captured card. Then, place this unit as a captured card at the objective from which that card was released.

Secret Objective

No. 909 · Fate · Light side · Neutral · Force icons 3 · Edge priority 7

If you are the attacking player, you may choose an enemy objective that you have not engaged this phase. If you do, you are now engaged with the chosen objective instead.

To Save a Friend

No. 991 · Mission · Light side · Smugglers and Spies · Traits: Tatooine · Cost 0 · Damage capacity 5 · Force icons 1

Forced Reaction: After this mission enters play, its owner searches his deck for up to 2 units and places them as captured cards here. Shuffle the deck.

Objective Set 203

Battle of Endor

No. 942 · Fate · Light side · Neutral · Force icons 1 · Edge priority 9

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

Tribe of the Trees

No. 992 · Objective · Light side · Neutral · Traits: Endor · Damage capacity 5 · Resource 1

Limit 1 per objective deck.

Ewok units you control cannot be targeted by enemy card effects.

Ewok Ambusher

No. 993 · Unit · Light side · Neutral · Traits: Character, Ewok · Cost 1 · Damage capacity 1 · Force icons 1

Action: During the conflict phase, play this unit from your hand.

Objective Set 204

Fearsome and Foul

No. 994 · Objective · Dark side · Sith · Damage capacity 5 · Resource 1

Limit 1 per objective deck.

Reaction: After this objective enters play, search your deck for a Creature unit, reveal it, and add it to your hand. Shuffle your deck.

Sith Wyrm

No. 995 · Unit · Dark side · Sith · Traits: Creature, Sithspawn · Cost 3 · Damage capacity 3 · Force icons 2

No enhancements.

Action: Focus a [Sith] objective to return this unit from your discard pile to your hand.

Dark Lair

No. 996 · Enhancement · Dark side · Sith · Traits: Location · Cost 1 · Force icons 0 · Resource 1

Enhance your play area.

Limited.

Reaction: After you play a Creature or Sithspawn unit, draw 1 card.

Feeding Frenzy

No. 997 · Event · Dark side · Neutral · Cost 0 · Force icons 1

Reaction: After a Creature unit damages an enemy Character or Creature unit, destroy that enemy unit.

Objective Set 205

Control Room

No. 24 · Enhancement · Dark side · Imperial Navy · Traits: Location · Cost 2 · Force icons 0 · Resource 2

Enhance your play area.

Limited. (You cannot play more than one limited card per turn.)

Battle of Endor

No. 977 · Fate · Dark side · Neutral · Force icons 1 · Edge priority 10

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

Endor Entrapment

No. 998 · Objective · Dark side · Imperial Navy · Traits: Endor · Damage capacity 5 · Resource 1

Interrupt: When an [Imperial Navy] objective or Vehicle unit is dealt damage, discard an [Imperial Navy] card from your hand to prevent 1 point of that damage for each printed Force icon on the discarded card. (Limit once per turn.)

Interdictor-class Heavy Cruiser

No. 999 · Unit · Dark side · Imperial Navy · Traits: Vehicle, Capital Ship · Cost 4 · Damage capacity 3 · Force icons 2

Reaction: After this unit is declared as an attacker, a target enemy unit must declare as a defender for this engagement, if possible.

Gladiator-class Star Destroyer

No. 1000 · Unit · Dark side · Imperial Navy · Traits: Vehicle, Capital Ship · Cost 3 · Damage capacity 2 · Force icons 2

Edge (1).

While this unit is participating in an engagement, it gains, "Reaction: After your edge stack is revealed, place 1 card not named Twist of Fate from our hand into your edge stack."

Objective Set 206

Secret Objective

No. 919 · Fate · Dark side · Neutral · Force icons 3 · Edge priority 8

If you are the attacking player, you may choose an enemy objective that you have not engaged this phase. If you do, you are now engaged with the chosen objective instead.

Schemes and Intrigues

No. 1001 · Objective · Dark side · Scum and Villainy · Traits: Tatooine · Damage capacity 5 · Resource 1

Interrupt: When this objective is destroyed, shuffle each captured card here back into its owner's deck.

Ephant Mon

No. 1002 · Unit · Dark side · Scum and Villainy · Traits: Character, Force Sensitive, Spy · Cost 4 · Unique · Damage capacity 3 · Force icons 2

Elite.

Reaction: After this unit places 2 or more focus tokens on a unit during a strike, capture that unit. (Limit once per turn.)

Chevin Mercenary

No. 1003 · Unit · Dark side · Scum and Villainy · Traits: Character, Mercenary · Cost 2 · Damage capacity 2 · Force icons 1

Reduce the cost for you to play enhancements on this unit by 1.

Head of Security

No. 1004 · Enhancement · Dark side · Scum and Villainy · Traits: Creature · Cost 2 · Force icons 2

Enhance a [Scum and Villainy] unit.

Enhanced unit gains [Tactics]

Capture the Assassin

No. 1005 · Mission · Dark side · Scum and Villainy · Traits: Tatooine · Cost 1 · Damage capacity 5 · Force icons 1

Reaction: After this mission is completed, capture a target enemy unit or enhancement.