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TCG: Star Wars Problem Solvers #1 - Dealing with Light Side Space
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*Nar Shaddaa (1/1)-Parsec:3
Light: Your smugglers and alien pilots deploy-2 here and add 1 to power of starships they pilot.
Dark: If you have Nal Hutta on table, your Force generation is +2 here.

*Calamari (2/1)-Parsec:6
Light: Your Mon Calamari Cruisers and B-Wings deploy-3 here and, when they do, you may retrieve 2 Force.
Dark: If you control, Force darin +1 here, opponent's gametext is cancelled, and your Quarren on table are forfeit +2.

*Sullust (2/1)-Parsec:7
Light: Once per turn, you may search your Reserve Deck and deploy here one Rebel starship or pilot. Also, your Sullustans on table are forfeit +2.
Dark: If you control, Force drain-1.

*Imperial Palace: Grand Corridor (1/1)
Light: If you occupy with X leaders here, your total power is + 2X in battles at any site.
Dark: Your Force drains are -1 here. Your Stormtroopers are power +1 here.
*Imperial Palace: Senate Hall (2/2)
Light: Your Senators, ambassadors, and other poiliticians on table, are forfeit +3 and are immune to attrition< 4.
Dark: If Emperor Palpatine on table, may lose 3 Force to cancel opponent's gametext for remainder of game.

*Hoth: South Slope (1/0)
Light: Your starships may be transferred from Echo Docking Bay for 1 Force and take off for free here.
Dark: If you occupy, opponent's starships may not take off from here.

*Millennium Falcon: Corridor (1/0)
Light: May move free between here and any Millennium Falcon site.
Dark: If you control with an Imperial, Force drain -1 here.
*Millennium Falcon: Lounge Area (2/0)
Light: If Chewie or Artoo here, add one battle destiny in a dejarik battle.
Dark: If you control, may use 3 Force to cancel one dejarik on table.
*Millennium Falcon: Control Station (1/0)
Light: If Han, Chewie, or Lando here, Falcon may 'react' to or from a battle.

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