I think all the skirmishers are still hung over or working overtime over the holidays.
I see the Campaigners have obnoxiously taken over the "General" forum for their discussion of Jabba's Realm (instead of discussing it in their Campaign Subforum) so I thought I would try to generate some skirmish oriented discussion of Jabba's Realm.
we've known about most of the figures for some time now, but I was unaware of the many command cards included in the JR. It seems like more were released than usual and there is an obvious Hunter/Smuggler theme.
I was also suprised to see the Indentured Jester who looks like a whoot, but will be very difficult to keep alive. My very limited experience tells me this is more for fun.
on to the Cards
the ones I had not seen yet were
Stimulants costs an action and a dmg, but 0pt temporary Gideon is pretty nice. Bossk really likes this before the end of the round
Run for Cove r 2pt remove a die is pretty good, I think this will see some use. Vs. characters it will completely neuter most attacks
Pickpocket 1pt , no action (yeah!) steal VP, with Shyla and Jabba and other VP cards, you could really stack some VP without having to do much damage
Toxic Dart 0pt strain and weaken without an action or attack, use this right before you declare an attack on a white die and punish them or pull out the Negation/ Comms Disruption earlier than usual
Glory of the Kill 1pt, defeat an enemy and recover 3 health, I like it especially for 1pt, since it's easy to get knocked around a bit during your approach.