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Everything posted by Aahzmandius_Karrde
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Sleeves? and tournament rules
Aahzmandius_Karrde replied to player1835022's topic in Star Wars: The Card Game
Acemclaren said: So assuming i do this ill need 3or different types of sleeves or color? Per deck 50-10-5lol is that right? Im just trying to understand before i purchase sleeves thx You do not need different color sleves, it's just a convience thing. You could get away with just 60 sleeves per side to take care of your Objective deck and Command deck. To that point this is how I sleeved my cards LS Objectives: White LS Command: Blue LS Factions: Yellow LS Force: Clear DS Objectives: Black DS Command: Red DS Factions: Green DS Force: Clear The seperation of colored sleves lets you eaisly seperate the cards when it comes time to play, but is by no means necessary. My current storage setup: -
Tourney round tie breakers
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: The Card Game
Roman_Sandal said: True. But my top statement is correct? Yes, that is a correct interputation. -
My gut says yes, but the problem lies in page 12 of the rule book. Refresh Phase, Step 1 has the text '(Any effect with the text "after you refresh" can be used after completing this step)'. Somone who supposedly was a playtester says there will be an errata for this, that it's supposed to be at the end of the phase as you woudl expect. And the card name escapes be, but it has a "After you refresh place one shield token…." which wouldn't work after step 1 because step 2 is remove shield tokens…..
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Tourney round tie breakers
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: The Card Game
Same could be said if the DS player has out 'Heart of the Empire' from the start and the LS player focuses on it. Both of them are effectively all or nothing gambles. -
Tourney round tie breakers
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: The Card Game
Budgernaut said: Got it. |(# objectives in LS victory pile x 4) - death star dial| I like it. It seems straightforward enough. It's funny, I didn't use pipes for abs because I thought it would blend in to easy, and would be less understood to begin with -
Tourney round tie breakers
Aahzmandius_Karrde replied to Aahzmandius_Karrde's topic in Star Wars: The Card Game
Budgernaut said: I don't understand your equation. Is that for one game, or the two-game round against a single opponent? So if I win as the light side, meaning I have 3 objectives, but the Death Star Dial is on 11, I get a negative score? 3 x 3 = 9; 9 - 11 = -2. Is that right? What am I missing? Abs == absolute value. And damnit I meant to make it *4 not *3. that gives 12 points for either side. And yes it's just one game. If you win both games it largely irrevalant, but if you split the wins the one with the greater SoW for their win will win the round. This could also be used for ranking between rounds as well, to definitevly rank the people who won both games for pairing function. -
People have been worried that since we don't seem to have a built in point system like Netrunner that playing a round of each side could result in a tie. I think we do already have a built in thoguh. abs(((# obj in LS victory pile) * 3) - (Death Star dial value)) == Strength of Win One could argue that since the DS dial advances on a slope the more Objectives are in thier victory pile that maybe the LS side of the equasion should be sloped as well. I think that would make the DS SoW numbers too high as I think the number of times you can lose on the LS with 2 Objectives will be pretty high. Perhaps it should be a reverse slope however, 6 for the first Obj, 4 for the second, and 2 for the last. Interested in any thoughts.
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Seems fair enough. MM beat CSI to the punch on XWing. My CSI package is scheduled delivery for tomorrow.
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Search for Skywalker - Hoth Cycle Pack Two
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
I'm loving this announcement for a few reasons. 1) We're already seeing some new features that aren't provided in the base set. 2) Just how well this one OSet synergizes with itself. 3) They're already playing "games" with the numbers of OSets in a Force Pack. Fist pack give us 2 OSets x1 and 4 OSes x2, this just gives us 5 OSets x2. I had been assuming that with the distribution of the first pack if we saw that consistantly we'd end up with twice as many OSets by the end of Hoth as we started with. At this we should still be close, but the actuall number of OSets is not guarenteed. For all we know the next pack could have 9 unique OSets in it. -
Thoughts on the game (have NOT played it yet)
Aahzmandius_Karrde replied to Hurdoc's topic in Star Wars: The Card Game
Here's the other thing that might be an issue. I know for me if I didn't have my proxy set and was playing it now by the time my real cards get here I'm not going to have a chance to play until January anyway. Yes, this set will get to us before Christmas, but me and everyone I know is going to be so bust because it is Christmas that I won't get to play with anyone. How many others have that sitting in the back of their head? -
Potential deck for Scum and Villainy
Aahzmandius_Karrde replied to Budgernaut's topic in Star Wars: The Card Game
Interesting concept. I tried something similar with Smugglers and Spies this weekend and it went horribaly. Though I don't think Iput as much thought into it. It was an on the fly build and I just couldn't get any traction. -
dbmeboy said: I'll admit that I'm a little worried about the possibility of not getting any of the Rebel objectives, but a good number of the cards from them are neutral so hopefully it's not too much of a problem. Don't worry about it too much. There are only 210 combinations of opening draw from a 10 card objective deck and ony 15 of them are all Jedi in a 60/40 Jedi/Rebel split. So that's about a 1 in 14 chance or a little over 7%.
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That was probably being to used to the older version. When it was demoed to me at GenCon it was taught unopposed from the beginning.
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Ceodryn said: Hey guys, I just got the game yesterday. I am in the Williamsburg, va area so not too far from you. Does Atlantis plan to have the Kessel run event? Will they have a regular game night for X-wing, I'd be interested to check it out. I told the manager I would run it if he could get the kit, but I haven;t heard if he did or not. There's no regular night, but I'll be up there all day on December 1st playing all sorts of things. Definately up for some X-Wing.
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Yes, to bring a specific example. You attack with an A-Wing He defends with a Black Squadron Pilot You win the edge battle You strike with the A-Wing defeating the Black Squadron Pilot There are no units left to strike, he has no defending units standing therefore the engagement is unopposed and you get a bonus damage to the objective.
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How many Force Packs?
Aahzmandius_Karrde replied to ImmortalJedi's topic in Star Wars: The Card Game
qwertyuiop said: If I'm primarily a Sith player (which I may just be) and I have to go a month with no cards for my favorite faction, I am less likely to purchase the product. If I am primarily a Smugglers and Spies player, I'm living 8 months in the future, so it doesn't matter yet. But what happens when it does matter? The thing though is that even if you're a Sith player you need to have a light side preference as well. The way they can get away with neutrals while "neglecting some factions is alternating force paces that have all three factions of LS + neutrals + 1 faction of DS, then flip it next month. Could that make the meta for one side stronger, sure but only for a month and since players are playing both sides they both have that advantage. -
PBrennan said: FFG obviously can't put out any FAQ's or official clarifications themselves until the game is actually released. That seems like a ridiclous statement. First the game is already out there. Second they've released the rules publically, not just the fan scan. While it's a shame to have to put out a correction before the game even hits retail shelves what law is preventing them from doing so? I'd rather have the official clarification out there now than have to waffle on someone who notices the inconsistancy right after we get our hands on it.
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I'm trying to decide if the Rancor is too wordy or I'm just reading too much into it. No enhancements. Forced Reaction: After you refresh, destroy the lowest cost non-Vehicle unit in play. (In case of a tie, the active player decides.) I've always read "you" as the controller of the card. But if that is the case when will this effect ever take place when "you" != "the active player". Like I said I could just be reading too much into this, but is the "Forced Reaction" on both players turns?
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Deleted, missed page two.
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Redblock said: Rules itself gave me new question. LS objective Fleeing the empire says "After you refresh, place 1 shield on a target unit or objective you control". sounds good and logical, but in rulebook refresh phase goes like this "1. remove one token from each unit, you can use after you refresh powers after completing this stage. 2. remove all shield tokens from all your cards." So if my understanding is corect you place token with fleeing the empire, as its part 1 of phase, and remove it immediatly? Or I got some part of resolution wrong? No refresh is the entire phase, not the action of removing a focus token from a card/cards. So looking at page 30 you would place the shield token at the point that says "Refresh phase ends".
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Core Spoiler List, Work in Progress @CardGameDB
Aahzmandius_Karrde replied to Darksbane's topic in Star Wars: The Card Game
All cards have a back that represents which side of the force they are on. No cards are truly neutral in this game they are just affiliation neutral meaning they do not have a resource match requirement. -
Core Spoiler List, Work in Progress @CardGameDB
Aahzmandius_Karrde replied to Darksbane's topic in Star Wars: The Card Game
18 and 36 are the ones doubled. -
I'm going to ignore that this particular thing can't happen for a moment just to explore the original question. It'll be useful down the road I think. All events are one of three things, an Action, Reaction, or Interrupt. The steps of an event are the following: play event card pay it's cost execute and resolve it's effects discard the card The Reaction trigger in this case is the destruction of a objective, not playing an event card. Because reactions must occur after a trigger happens, and the trigger is completely part of step 3 in this case, the Event card is not in the discard pile yet. So if Palpitine could take an Imperial Navy event out of the discard, Superlaser Blast wouldn't be in there yet.
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Focus on Your Objectives - Deckbuilding Article
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
Budgernaut said: Actually, Superlaser Blast is an action, so you can play it on your opponent's turn at the end of their refresh phase. It will be too late for them to flip over a new objective, so they will be down one resource and be less able to mount a strong offensive against your objective. It would be a shocking way to start off a game. Plus, if you had a bunch of ESPO troopers floating in your deck, you could lay a couple of them down for free, so you have some defense, and still fire your superlaser on turn one. If you drew into enough free allies, you could even commit one to the Force to put the pressure on your opponent to do the same. except Superlaser Balst - Play only during your turn. Action: Destroy a target objective. Good point on the Espos, but since the OSet is limit 1 it could make it difficult to gather enough in your opening hand. -
Focus on Your Objectives - Deckbuilding Article
Aahzmandius_Karrde replied to Toqtamish's topic in Star Wars: The Card Game
spalanzani said: Aahzmandius_Karrde said: Decoy at Dantooine - Interrupt: When an objective you control leaves play, decrease the Death Star dial by 1 (to a minimum of 1). Now that's simply offsetting a triggered advance instead of the standard one, but anything that can slow it down is in the LS favor. And since it's an interrupt it will even effect when it's destroyed itself. Aha! I hadn't seen that one yet. Very thematic card title too, I like it already It also foreshadows other abilities to slow or reverse the dial. The DS takes the first turn, but is not allowed to attack. It's going to be the second turn before he gets any damage on an objective let alone destroy it and the dial is already at 2. The one exception would be "Superlaser Blast", but do you spend 80-100% of your resources on turn one and leave yourself defenseless to the LS counter attack?
