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doctormungmung

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  1. Like
    doctormungmung reacted to Duciris in Way of the Force - Just One Question   
    I don't want to be a noodge, but can someone please explain to me,who on Tatooine numbered WotF?!?
    I fancy myself pretty chill, but all previous sets had the dice cards (rare & legendary) at the first 60-74 cards of the given set.  The 2-Player Starter had the first 8 dice at the beginning, then the next 8 midway - but they were all still linked to their hero/villain card-pool, so it wasn't terrible.  Now, they are card numbers 1_2_3_4_15_16_17_18.  There are sometimes gaps between the 4 upgrade/support dice.  Naturally, the last dice-card is 157, although that's the one I'm least irked by as it pertains to a battlefield.
    I organize my cards and dice by numbers and colors, and it can be difficult to know where a card should be placed back into the binder because it may not be next sequentially with its neighbors, but this is ridiculous.
    Just wondering if I'm alone and being ridiculous.
  2. Like
    doctormungmung got a reaction from The Cocky Rooster in Official Rules Responses   
    I figured I'd start a thread where people could put the official responses people have gotten from FFG (these are to questions posted to their rules query form).  Please just post the question(s) and answers.
  3. Like
    doctormungmung reacted to yodaman1971 in Witch magick help!!!   
    Sorry, I have to jump in here.  I have a Ph.D. in math and have been a math professor for nearly 20 years.  That last sentence is not true.   0 is actually an even integer.
    Even and odd are terms used to describe integers in this case (you can also use even and odd to describe other mathematical objects but that's not relevant here)
    .  In layman's terms integers are + or - whole numbers.  Essentially it's numbers in the set { ... -3, -2, -1, 0, 1, 2, 3,.. }
    Even integers are defined to be integers that can be written in the form 2*k where k is an integer.  So for example:
     6 is even since 6 = 2*3 and 3 is an integer. 
    -4 is even since -4 =2 * (-2) and 2 is integer
    , most importantly in this discussion, 0 is even since 0=2*0 and 0 is itself an integer.
     
    Odd integers are integers that can be written in the form 2*k+1 (remember with orders of operations multiplication is done before addition) where k is an integer.   So for example,
    7 is odd because 7=2*(3)+1 and 3 is an integer
    -3 is odd because -3 =2*(-2)+1 and -2 is an integer.
     
    Just to be clear since I've seen it come up in other places, for all these cards that have odd numbered theme (Witch Magick, Mother Talzin, etc..) , you can't trigger them with 0.  You can only trigger them when you have things that cost 1, 3, 5, 7, 9, etc.. (although right now I think that list stops at 5 unless I'm forgetting a really expensive card).
     
     
     
  4. Like
    doctormungmung got a reaction from perthling in Official Rules Responses   
    I figured I'd start a thread where people could put the official responses people have gotten from FFG (these are to questions posted to their rules query form).  Please just post the question(s) and answers.
  5. Like
    doctormungmung reacted to Lobokai in Happy Thanksgiving, & A Narrative AAR 2 v 1   
    Happy thanksgiving all... so glad an approachable yet deep Star Wars CCG exists and truly appreciating the entire FFG Star Wars community!
    My 8 and 6yo daughters love all things Star Wars, especially Iden, Rey, Jyn, Mara Jade, Sabine, Hera, and Leia. Their older boy cousins play Pokémon and Magic, so Star Wars Destiny has been awesome.  We already play XWing and Armada without upgrades, so they’ve learned gaming already and my basement is a collection of 40k figures with most factions at the company+ level, they own a competition ready Silent Sisters Force and I host games days on a monthly basis that can put a dozen gamers in our basement playing Pathfinder, Table Top, and sometimes LAN games... so while they’re into dance, rock climbing, and theater, they’ve grown up gamers too  
     
    Here we go, my competitive play deck against my girls’ decks that are my best balance of competitive but straight forward use of cards.  We play a round or two here and there throughout the week, typically taking three days to finish a game.
     
     The Grand Inquisitor and the Seventh Sister (both mine) track Jyn Erso with limited fleet support (Oldest daughter “M”.. she’s using a powered down Ackbar as support) and Jedi Knight Rey, traveling with an Ithorian Acolyte and a Smuggler (Younger Daughter “J”... her two support characters are generics but she’s named the smuggler Gabe). 
    Jyn always travels with a couple Rebel strike teams and is armed to the teeth with heavy repeating blasters and a host of modified droids... Rey, via Gabe and occasional Jedi supply runs and temporary support from Ashoka and Maz Kanata has almost unlimited funds and is known to buy Jedi Starfighters and Tramp freighters along with black market Jedi equipment almost on a whim. Whereas the Inquisitors just travel with a collection of customized lightsabers and some highly modified probe droids... using only the Dark Side for outside support
    The Inquisitorius first clash with Rey and her team in a ruined Jedi enclave on Tatooine near Obi Wans old residence... as they are solely focused on offensive lightsaber attacks and probe droid assaults, the servants of Lord Vader are able to get the drop on Rey, who is admirably able to effective ulitize her customized lightsaber and the protective powers of ancient battle robes, but cannot with stand the melee and dark force prowess of her attackers and is brought down, even though she was twice able to dimish her future reserves of Force power to turn aside what would have otherwise been lethal blows... however, once the Grand Inquisitor and his protege revealed their position, Ackbar was able to call down torrets of fire as was Jyn and her droids from a nearby strong point, and the Seventh sister and her droids fell to clever combined arms tactics.
    Not escaping unscaethed, the Inquisitor then focused on Jyn, adapting a duel wielding shoto saber defensive stance that minimized the damage he took and allowed him to eventually close and take out both Jyn and her naval uplink before either of her potentially unbeatable strike teams were in position to act... but removing Jyn from play drained almost all the Grand Inquisitors reserves of dark side energy and he is now met with a horrible surprise.  Gabe, the neardowell smuggler, has recieved both top of the line equipment (a Jedi interceptor with pilot, his own lightsaber, occassional healing that also harms Dark Side adepts, and his own battlerobes... plus he can take damage that gets past and shunt  some of it to the Ithorian Acolyte and possibly some of it back at the attacker) and training in the ways of the Force.  And while the smuggler has almost cashed in all of his financial powers to do so, he has taken little damage and the Inquisitor must be very careful in how he times attacks against the new threat lest he end up striking a blow that does more harm to his cause than good.
    So this is the current balance, the relatively healthy Gabe has less offensive power than the Inquisitor, but has both ciricling air support and a mostly okay Ithorian.  The Inquisitor has much more offensive power, but may need to take a new stance or risk a lucky glancing blow finishing him off, as he is both exhausted and severly wounded.  The energies of this Jedi battleground have so far provided him with a little bit of extra power to draw from (why he orchestrated the fight happening here, after all) but the transition of a minor player into almost Jedi Knight levels of power has been an unpleasant turn of events...
    ...So my Inquisitorius deck is a very offensively minded, pure blue (Force) deck with almost everything focussed on Dark Side force powers and lightsabers (melee).  M has a primary Rogue and secondary Command deck that uses Command's access to devestating ranged weapons to arm up the more lethal Rogues and provide multiple droid support while building towards fielding the infamous Rebel Strike Team which is almost as nasty/nastier than most starting characters... and she can pull off two of them too.  J, on the other hand, is a mixed Force primary and Rogue secondary, that just taps into Rogue rescources and black market powers to get blue equipment into her character's hands as quickly as possible and use Rogue tricks to keep Rey and her tag alongs alive.  I quickly took out Rey, leaving me king of blue, but I had to stop M from fielding those Strike Teams once the Seventh Sister went down... which meant pressing hard enough every turn that M couldn't roll over resources from one turn into the next.  However, the trade off there was that the Inquisitor took a lot of damage to do that, between nasty Rogue/Command strikes from M and increasingly well equipped strikes from J’s minor characters.
    M’s out of the game, but both J and I are one draw away from running out of cards. However we also both have a mechanic through which we can put a card back into our deck right before the victory check phase of the game (ancient lightsaber me, but I’ll need to get rid of a shoto or the GI’s saber to use it... and J has Luke’s Protection).  I’m fully aware that my Inquisitor's stance/equipment next turn will decide the game.  I do help the girls if they misplay a card, but it being two decks on one still does give me quite the challenge and makes for girls having a good chance of victory. 
    Current game state 
  6. Like
    doctormungmung reacted to RJM in Rivals! Official Draft format! Neutral characters!   
    Utinni!

    CHARACTERS
    Jawa, Jawa, Jawa, Jawa, Jawa
    BATTLEFIELD
    Mos Eisley Spaceport, Tatooine (Awakenings #172)

    UPGRADE
    2x Comlink (Awakenings #61)
    2x Datapad (Awakenings #62)
    2x Holdout Blaster (Awakenings #63)
    2x Chance Cube (Empire at War #57)
    2x Lead by Example (Empire at War #59)
    2x Scatterblaster (Empire at War #60)
    2x Plastoid Armor (Empire at War #152)

    SUPPORT
    2x Z-95 Headhunter (Empire at War #56)

    EVENT
    2x Block (Awakenings #153)
    2x Dodge (Awakenings #155)
    2x Flank (Awakenings #156)
    2x Evade (Spirit of Rebellion #136)
    2x Parry (Spirit of Rebellion #138)
    2x Rend (Empire at War #150)
    2x Sound The Alarm (Two-Player Game #45)
     
     
  7. Like
    doctormungmung reacted to yodaman1971 in Tourney Report - 6/11/17 2nd Quarter Kit Tourney at Gamer's Armory, Cary NC   
    12 people showed up today for a Destiny tourney at Gamer's Armory in Cary, NC where prizes came from the 2nd quarter kit.  Unfortunately, I didn't record any games for Yoda's Hut. Because of recent issues with my laptop and camera I didn't bother to take that stuff out.  Based on the area we had for the tourney, I doubt I would have been able to set it up anyway so it ended up being a wise decision.
     
    I had just gotten a 2nd Palpatine yesterday so I figured I'd put together a ePalpy deck and see what the hype was all about.  My decklist was:
     
    Character: (28/30) 
    2x Palpatine (Spirit of Rebellion)
     
    Battlefield: 
    1x Otoh Gunga (Spirit of Rebellion)
     
    Event: (15) 
    2x Take Cover (Awakenings)
    2x Doubt (Spirit of Rebellion)
    2x Enrage (Awakenings)
    2x Isolation (Awakenings)
    2x No Mercy (Awakenings)
    1x Rise Again (Spirit of Rebellion)
    1x Deflect (Awakenings)
    1x High Ground (Spirit of Rebellion)
    2x Rejuvenate (Spirit of Rebellion)
     
    Upgrade: (15) 
    1x Force Choke (Awakenings)
    1x Immobilize (Awakenings)
    2x Sith Holocron (Awakenings)
    2x Force Illusion (Spirit of Rebellion)
    2x Force Push (Spirit of Rebellion)
    1x Force Speed (Spirit of Rebellion)
    2x Force Throw (Awakenings)
    2x Mind Probe (Awakenings)
    2x Holdout Blaster (Awakenings)
     
    I only own 1 Force Speed otherwise I probably would have put a 2nd copy in there.  Here's a brief recap of what I can remember about my games.
     
    Round 1 vs. Poe Maz.  Got matched up against the dreaded Poe/Maz.  He won the battlefield and I took shields whenever I could which helped negate the damage output from early round Poe's special into a U-wing and Thermal Detonator.  I managed to roll damage here and there and even though Palpy was not rolling great, I was getting the damage as you wish when I resolved non-damage Palpy sides. When Palpy got down to about 5 health left, I played Rise Again and got a Mind Probe for free.  Palpy finally rolled some good damage on his dice and upgrades. I took out Maz and Poe in one swing thanks to having 8 damage showing (3 on each Palpy die and a 2 damage on another weapon) plus the extra damage from resolving Palpy's dice when he had no way to mitigate anything.
     
    Round 2 vs. Unkar/Royal Guard/Tie Pilot.  I was able to take out the Tie Pilot really early and actually made use of Palpy's discard sides to keep him from getting much out.  Eventually I was up by a lot and his Plutt only had 2 health left as we were starting a turn and my opponent scooped.
     
    Round 3 vs. Unkar/FN-2199/Trooper - Palpy again wasn't rolling great (I seemed to keep getting at least 1 blank on a Palpy die everytime I activated him early in the game) and my opponent got a Vibroknife out Turn 1 on FN-2199 which made his melee unblockable.  I just could never get enough to take out FN early, but I did manage to take out the Trooper.  Meanwhile, Palpy was taking damage but I didn't draw any of my healing cards.  On the next to last turn, he got a Crime Lord on Unkar.  I rolled out a 3 damage on Palpy and had No Mercy in my hand along with 2 other blue cards.  I did some quick math after seeing his FN had 7 health left and Unkar had 2 health left and realized even if I hit FN for 5, he could split the 2 damage from the Paply die and keep both Plutt and FN alive so I opted to just take out Plutt rather than risk losing to Crime Lord.  The extra damage got FN down to 5 health left.  I made a mistake then as I tried to reroll a Holdout Blaster to get 1 more damage when I should have claimed because my opponent ended up claiming before me.  Palpy was down to 3 health and I had 3 shields on him, but my opponent had a Riot Baton on FN along with the Vibroknife.  He rolled out 1 melee on FN, 2 melee on the Riot Baton and I had no way to mitigate the Vibroknife to make my shields relevant.  I rolled in anyway just to see what I got and I didn't roll damage with Palpy (got the resource and discard side) but without being able to control a die, Palpy died to the unblockable melee.
     
    Round 4- vs. eLuke/Rey.  We both mitigated some dice early but I did get some damage on both Luke and Rey thanks to resolving Palpys dice (even though they weren't always damage again).  Turn 3, Rey had 4 damage on her and Luke only had 2.  I rolled in at the start of the turn and got Palpys 2 range side on one his dice and after my opponent just rolled in, I played No Mercy, dumped my hand and took out Rey for 6 then put 2 more on Luke.  Palpy had about 5 damage at that point, but I didn't feel threatened because Luke didn't have any upgrades on him.  I had Immobilize out which I used for shields and for spinning his Luke die at different times.  On the my next turn I hit the 2 discard on each of Palpy's dices, resolved them to basically discard his entire hand and put 4 more damage on Luke.  On the final turn, I rolled in a Holocron, got the special, rolled in Mind Probe and got the special and took out Luke.
     
    So I finished 3-1.  Nobody was undefeated and 4 of us finished tied at 3-1.  I had played the eventual 2nd place finisher in Round 2 (win) and the 3rd place finisher in Round 3 (my only loss).  In the final round the 2nd place player beat the 3rd place player (who had been undefeated up until then) with a mill victory.   I ended up winning on SoS by about 2 hundredths of a point.  3rd place was about 4 hundredths behind that, so it was really, really close.  Overall, it was fun event.  Everyone was really friendly and the store is always great. 
     
    Top 4 all had 3-1 records, but based on SoS it was:
    1st  ePalpy (me)
    2nd. eUnkar/Royal Guard/Tie Pilot
    3rd. eUnkar/FN-2199/First Order Trooper
    4th. ePalpy
     
    Thanks for reading. 
  8. Like
    doctormungmung reacted to kingbobb in How much Pew Pew to put into a Mill deck?   
    This started out as the 4th, cast-off deck I was building for my daughter (after building decks for my son, wife, and myself).  Technically it's the 5th deck, as I have 1-2 decks for me most of the time.  So with 2 blue hero decks and me taking most of the villain cards for my decks, mostly what I had left was yellow and red hero.  

    I've settled into a ePadme/Maz/Rebel Trooper mill deck.  It focuses on Mill cards, and in fact the only damage card of any kind is the Falcon, which C-3PO will turn to discard most of the time.  Using healing and dice removal, it has lasted pretty well against our attacking decks, and either wins or is one round away from winning, so at least against our House Meta, it fairs well.
    So my question is whether I should put more blasters back into the deck.  It's harder to last facing increasing attacks without seeing any decrease in dice due to attrition, and C-3PO can help mitigate at least the black side of blasting dice when I don't need to deal damage.  
  9. Like
    doctormungmung got a reaction from sentient in Official Rules Responses   
    Asked by ninjamatic3000:
     
    I asked FFG:
    "If a sabotage marker is present in the system containing the Death Star Under Construction, does that prevent the Death Star from deploying when it reaches the end of the build queue?"
     
    Corey's answer:
    "The Sabotage mission is intended to work only in systems that have a resource icon. If the Rebels could use this in a remote system then the Imperial player would be unable to remove the sabotage marker.

    I hope this answers your question!"
  10. Like
    doctormungmung got a reaction from Altahara in RUH ROH   
    Or, in some of our cases, any of the product we wanted. 
  11. Like
    doctormungmung reacted to Abyss in Spirit of Rebellion card #147   
    Uncommon.
  12. Like
    doctormungmung got a reaction from Amanal in SoR Checklist   
    Here's a non-printable version of a checklist I put together from spoilers shown to date.

    Set Number Name Unique Type Color Faction Rarity SR 1 Death Trooper N Character Red Villain Green SR 2 FN-2199 Y Character Red Villain Green SR 3 Director Krennic - Cruel but Brilliant Y Character Red Villain Purple SR 4 TIE Fighter Pilot N Character Red Villain Green SR 5 E-Web Emplacement N Support Red Villain Green SR 6 Imperial Discipline N Upgrade Red Villain Green SR 7 Heavy Blaster Pistol DT-29 N Upgrade Red Villain Green SR 8 Z6 Riot Control Baton N Upgrade Red Villain Purple SR 9 Asajj Ventress Y Character Blue Villain Green SR 10 Darth Vader - Dark Apprentice Y Character Blue Villain Green SR 11 Palpatine - Galactic Emperor Y Character Blue Villain Purple SR 12 Imperial Guard N Character Blue Villain Green SR 13 Command Shuttle N Support Blue Villain Green SR 14 Force Lightning N Upgrade Blue Villain Purple SR 15 Lightsaber Pike N Upgrade Blue Villain Green SR 16 Lure of Power N Upgrade Blue Villain Green SR 17 Interogation Droid N Support Grey Villain Green SR 18 Aurra Sing - Sharpshooter Y Character Yellow Villain Green SR 19 Guavian Soldier N Character Yellow Villain Green SR 20 IG-88 - Assassin Droid Y Character Yellow Villain Purple SR 21 Unkar Plutt Y Character Yellow Villain Green SR 22 Slave 1 Y Support Yellow Villain Purple SR 23 Blackmail N Upgrade Yellow Villain Purple SR 24 Personal Shield N Upgrade Yellow Villain Green SR 25 Vibroknucklers N Upgrade Yellow Villain Green SR 26 Baz Malbus - Crack Shot Y Character Red Hero Purple SR 27 Mon Mothma - Skilled Politician Y Character Red Hero Green SR 28 Rebel Commando N Character Red Hero Green SR 29 Temmin "Snap" Wexley - Recon Spec Y Character Red Hero Green SR 30 C-3P0 Y Support Red Hero Green SR 31 U-Wing N Support Red Hero Purple SR 32 A180 Blaster N Upgrade Red Hero Green SR 33 Overkill N Upgrade Red Hero Green SR 34 Jedi Acolite N Character Blue Hero Green SR 35 Chirrut Imwe - Blind Warrior Y Character Blue Hero Green SR 36 Luminara Unduli Y Character Blue Hero Green SR 37 Obi-Wan Kenobi - Mysterious Hermit Y Character Blue Hero Purple SR 38 Delta 7 Interceptor N Support Blue Hero Green SR 39 Handcrafted Light Bow N Upgrade Blue Hero Purple SR 40 Force Heal N Upgrade Blue Hero Green SR 41 Journals of Ben Kenobi Y Upgrade Blue Hero Green SR 42 R2-D2 Y Support Grey Hero Green SR 43 Chewbacca - Loyal Friend Y Character Yellow Hero Purple SR 44 Jyn Erso - Reckless Operative Y Character Yellow Hero Green SR 45 Maz Kanata - Pirate Queen Y Character Yellow Hero Green SR 46 Outer Rim Smuggler N Character Yellow Hero Green SR 47 Smuggling Freighter N Support Yellow Hero Green SR 48 Bowcaster N Upgrade Yellow Hero Purple SR 49 Lone Operative N Upgrade Yellow Hero Green SR 50 Maz's Goggles Y Upgrade Yellow Hero Purple SR 51 Supply Line N Support Red Neutral Green SR 52 Astromech N Support Red Neutral Green SR 53 Rocket Launcher N Upgrade Red Neutral Purple SR 54 Force Push N Upgrade Blue Neutral Green SR 55 Force Speed N Upgrade Blue Neutral Purple SR 56 Makashi Training N Upgrade Blue Neutral Green SR 57 Vibroknife N Upgrade Grey Neutral Green SR 58 Quadjumper N Support Yellow Neutral Purple SR 59 Grappling Hook Pistol N Upgrade Yellow Neutral Green SR 60 Con Artist N Upgrade Yellow Neutral Green SR 61 Battle Formation N Event Red Villain Blue SR 62 Imperial War Machine N Event Red Villain Yellow SR 63 Lockdown N Event Red Villain Blue SR 64 Sustained Fire N Event Red Villain Yellow SR 65 Traitor! N Event Red Villain Yellow SR 66 Trench Warefare N Event Red Villain Blue SR 67 Undying Loyalty N Event Red Villain Blue SR 68 We Have Them Now N Event Red Villain Yellow SR 69 Attrition N Support Red Villain Blue SR 70 Imperial Inspection N Support Red Villain Yellow SR 71 Anger N Event Blue Villain Yellow SR 72 Lightsaber Throw N Event Blue Villain Yellow SR 73 Manipulate N Event Blue Villain Blue SR 74 No Disintigrations N Event Blue Villain Blue SR 75 Now You Will Die N Event Blue Villain Blue SR 76 Rise Again N Event Blue Villain Yellow SR 77 The Price of Failure N Event Blue Villain Blue SR 78 Dark Presence N Support Blue Villain Yellow SR 79 Now I Am The Master N Upgrade Blue Villain Blue SR 80 Doubt N Event Grey Villain Blue SR 81 Arms Deal N Event Yellow Villain Blue SR 82 Bait and Switch N Event Yellow Villain Blue SR 83 Friends in High Places N Event Yellow Villain Yellow SR 84 Loose Ends N Event Yellow Villain Yellow SR 85 One-Quarter Portion N Event Yellow Villain Blue SR 86 Relentless Pursuit N Event Yellow Villain Yellow SR 87 Scrap Buy N Event Yellow Villain Yellow SR 88 Salvage Stand N Support Yellow Villain Blue SR 89 Armor Plating N Upgrade Yellow Villain Yellow SR 90 Emergency Evacuation N Event Red Hero Yellow SR 91 Friendly Fire N   Red Hero Yellow SR 92 Guerilla Warfare N Event Red Hero Blue SR 93 Our Only Hope N Event Red Hero Yellow SR 94 Rebel Assault N Event Red Hero Blue SR 95 Sensor Placement N Event Red Hero Yellow SR 96 Spirit of Rebellion N Event Red Hero Blue SR 97 Planetary Uprising N Support Red Hero Yellow SR 98 Spy Net N Support Red Hero Blue SR 99 Tactical Aptitude N Upgrade Red Hero Blue SR 100 Caution N Event Blue Hero Yellow SR 101 Destiny N Event Blue Hero Blue SR 102 Determination N Event Blue Hero Blue SR 103 Guard N Event Blue Hero Yellow SR 104 Kryat Dragon Howl N Event Blue Hero Blue SR 105 My Ally is the Force N Event Blue Hero Yellow SR 106 Synchronicity N Event Blue Hero Blue SR 107 Your Eyes Can Deceive You N Support Blue Hero Yellow SR 108 Protective Mentor N Upgrade Blue Hero Blue SR 109 Confidence N Event Grey Hero Blue SR 110 Garbage'll Do N Event Yellow Hero Yellow SR 111 Hold On N Event Yellow Hero Blue SR 112 Life Debt N Upgrade Yellow Hero Yellow SR 113 Long Con N Event Yellow Hero Blue SR 114 Loth-Cat and Mouse N Event Yellow Hero Blue SR 115 Never Tell Me The Odds N Event Yellow Hero Yellow SR 116 Planned Explosion N Event Yellow Hero Yellow SR 117 Double Dealing N Support Yellow Hero Blue SR 118 Rebel N Event Yellow Hero Yellow SR 119 Bombing Run N Event Red Neutral Yellow SR 120 Collateral Damage N Event Red Neutral Blue SR 121 Salvo N Event Red Neutral Yellow SR 122 Suppression N Event Red Neutral Blue SR 123 Aftermath N Support Red Neutral Blue SR 124 Air Superiority N Support Red Neutral Blue SR 125 Training N Upgrade Red Neutral Yellow SR 126 Wingman N Upgrade Red Neutral Blue SR 127 Decisive Blow N Event Blue Neutral Blue SR 128 High Ground N Event Blue Neutral Blue SR 129 Momentum Shift N Event Blue Neutral Yellow SR 130 Overconfidence N Event Blue Neutral Blue SR 131 Premonitions N Event Blue Neutral Yellow SR 132 Rejuvenate N Event Blue Neutral Blue SR 133 Trust Your Instincts N Event Blue Neutral Yellow SR 134 Mediate N Support Blue Neutral Blue SR 135 Force Illusaion N Upgrade Blue Neutral Yellow SR 136 Evade N Event Grey Neutral Blue SR 137 New Orders N Event Grey Neutral Yellow SR 138 Parry N Event Grey Neutral Blue SR 139 Swiftness N Event Grey Neutral Blue SR 140 Resolve N Support Grey Neutral Yellow SR 141 Ammo Belt N Upgrade Grey Neutral Blue SR 142 Bolt Hole N Event Yellow Neutral Blue SR 143 Cheat N Event Yellow Neutral Yellow SR 144 Diversion N Event Yellow Neutral Blue SR 145 Fair Trade N Event Yellow Neutral Yellow SR 146 Friends in Low Places N Event Yellow Neutral Blue SR 147 Sabotage N Event Yellow Neutral Yellow SR 148 Improvisation N Support Yellow Neutral Blue SR 149 Outmaneuver N Support Yellow Neutral Blue SR 150 Fast Hands N Upgrade Yellow Neutral Yellow SR 151 Carbon-Freezing Chamber N Battlefield   Neutral Yellow SR 152 Cargo Hold N Battlefield   Neutral Blue SR 153 Docking Bay N Battlefield   Neutral Blue SR 154 Ewok Village N Battlefield   Neutral Blue SR 155 Maz's Castle N Battlefield   Neutral Yellow SR 156 Moisture Farm N Battlefield   Neutral Yellow SR 157 Otoh Gunga N Battlefield   Neutral Blue SR 158 Secluded Beach N Battlefield   Neutral Blue SR 159 Secret Facility N Battlefield   Neutral Yellow SR 160 War-Torn Streets N Battlefield   Neutral Blue  
  13. Like
    doctormungmung reacted to Amanal in SoR Checklist   
    Not too sure if this works, but I made an Excel spreadsheet and a CSV file off that data.
    Thanks for the list.
    SpiritList.csv
    SpiritList.xlsx
  14. Like
    doctormungmung reacted to Abyss in Spirit of Rebellion card #147   
    Sabotage
    1 cost, Neutral Yellow Event
    Discard cards from your hand equal to the cost of a support in play to discard that support.
  15. Like
    doctormungmung reacted to WonderWAAAGH in SW: Destiny rules updated 1/24   
    https://images-cdn.fantasyflightgames.com/filer_public/0f/94/0f94b62c-2ead-4eeb-8409-e24bb8aa54ae/swd_rules_reference_12.pdf
    Mulligans are either simultaneous or you flip a coin to see who goes first.  
    You may "decline to act" if you have consecutive actions. Declining =/= passing. 
    Taking an action that doesn't change the game state (exhausting Backup Muscle with no counters on it) now qualifies as passing. They're preventing infinite loops that would indefinitely stall the game. 
    Damage dealt to a character in excess of its health is now ignored, regardless of whether or not that character is defeated. The big change here is that Second Chance effectively re-sets a characters HP to 5 if it would be reduced below zero by a single source of damage. Resolving multiple dice should be the same as before.
    Inherent dice ability section added. Basically, some dice now have static effects that exist regardless of which zone the corresponding card is in. Relevant cards/dice: Diplomatic Immunity, Launch Bay, anything with a special face. 
    Italicized text is now officially just a reminder, and does not override the RRG. 
    Additions/adjustments to the multiplayer rules.
    Force Training's modality clarified; you must pick two different options. 
  16. Like
    doctormungmung reacted to player1750031 in Ezra - Prediction   
    Welcome to post-TFA Star Wars, where for some reason the Internet thinks everyone have to be someone else and not themselves.
  17. Like
    doctormungmung reacted to rowdyoctopus in The mill deck   
    Scout is amazing though, and you can toss in a Launch Bay which has discard or damage, depending on what you need. The Trooper adds health, and helps Padme stay alive.
  18. Like
    doctormungmung reacted to Jut in Force Training - Special   
    "You had better stop that rhyming and I mean it!"
     
    "Anyone want a peanut?"
     
     
     
    Derail complete! 
  19. Like
    doctormungmung reacted to Darksbane in FFG's Star Wars: Destiny Deckbuilder at CardGameDB   
    Hello everyone
     
    For those of you that don't know, CardGameDB is FFG's website that has focused on their various customizable card games and the communities that grow up around them. Up until now the focus has been the LCG line of games but we have just added in support for Destiny today. Below is a copy/paste of what I wrote introducing Destiny and the services made for the game on the forums at CardGameDB. I look forward to seeing some of you over there!
     
    /Darksbane
     
     

     
    The Star Wars Destiny Deckbuilder allows you to craft your own custom Destiny decks, Using multiple filters you can search for the exact cards you want and add them to your deck. You can then save that deck to your local machine or online, you can export it to multiple formats (text, bbcode, markdown) and if you have saved your collection on CardGameDB you can compare the deck to what you own. 
     
    The deckbuilder also allows for many customization options, letting you choose from between 5 themes. Below shows the minimalist flat theme and one with a little more flair

     
    You can also choose between 5 layouts. If you have a widescreen monitor then the above layout with a double wide search area and deck with a static center image might be your thing.
     
    Or you might prefer something a little more compact, like the below layout which removes the static center image and shows the card images when you hover over them.

    You can access all of these options in the settings menu at the top left of the deckbuilder

    When adding cards to your deck you can easily add them by the card name. Type in the name and press enter to have it added directly to your deck

     
    You can also use the various filters to search for cards, and when the search area is wide like the below image the results are filtered in real time

     
    You can also customize how you see the cards in the search results and deck. You can add or remove the thumbnails, die faces, and set to see as much or as little information as you need.

     
    Once you start building your deck some helpful graphs will give you more detailed information.


     
    And once you are done you can save your deck online or offline, look at your saved decks, submit them to cardgamedb to be displayed in the public decks database, share them privately with friends, compare it to your saved collection, export it in a variety of formats (text, bbcode, markdown) and import text deck lists.

     
    Speaking of collection, you can track your collection in the Collection Manager. You can then use the saved collection information in the deckbuilder to only show cards you own and compare a deck you have built to what you have in your collection so you can see what you need to get to build that killer deck.


     
    Outside of the deckbuilder you can view all the cards from the set in the card database. On the main Star Wars Destiny card database page you can see recent comments on cards and search for cards using advanced filters. On each individual card page you can comment on the card, rate them on a 1 to 5 star scale and follow a card.

     
    Any decks that are submitted are placed in the decks section. On the main page you can filter by the users chosen tag or by Hero/Villain. You can also see a quick glance on the contents of the deck and see the character cards chosen.

     
    When looking at a specific deck you can rate it on a 1 to 5 star scale, comment on the deck, like it, or share it on your preferred social network.

     
    We want to welcome everyone to this great new game and hope you join us on CardGameDB to build some awesome Destiny decks.
  20. Like
    doctormungmung got a reaction from Stone37 in Using Guardian if there's a resource cost?   
    Since the game is officially out I started sending rules querries to FFG.  I reworded what you stated above and got the following response:
     
    "The rules reference is correct. The reminder text in parenthetical should not be taken as the full rule. It is there just to help people remember what the keyword does, but the keyword is more accurately defined in the rules, which were too long to print on the card.   May the force be with you,
    -- Lukas Litzsinger Game Designer Fantasy Flight Games llitzsinger@fantasyflightgames.com"  
    Hopefully an official definition of reminder text shows up in the rules reference.
  21. Like
    doctormungmung reacted to MacRauri in Worlds Builds   
    The Zeb Spark deck was really cool and so was Donovan's Brainiac deck with Master's Domain that knocked me out.
    I made 5th/6th with:
    Affiliation: Rebel
    MTFBWY x2
    Core Luke x2
    Qu Rahn x2
    Jedi Leia x1
    Secret of Yavin IV x1
    Bren Derlin x1
    Rebel Kyle x1
    Affiiliation: Scum
    Bane Malar x2
    GA Palpatine x2
    GA Vader x2
    Core Palpatine x1
    Killing Cold x1
    Terentateks x1
    Worms x1
  22. Like
    doctormungmung reacted to Network57 in Jay from KOR got some spoilers from Worlds ;)   
    Twitter user @Mirkwoodrunner has opened a few packs with pictures. New spoilers for Flamethrower and maybe another one or two.
  23. Like
    doctormungmung reacted to Ajones47 in A summation of Tiny Grimes 12 Booster Extravaganza!   
    So I wrote down all of the cards unknown to me as I watched TinyGrimes opening of twelve booster packs. I was transcribing as I went, so if you spot an error please comment so I can correct it. Also the quality of the video (or my eyes) wasn't the best, so some of the costs I had to guess might be off, again comment if you notice any.
     
    Here's a link to the Vid: https://www.youtube.com/watch?v=ArQpouPJcXk (new link to TinyGrims 1080p reup of the original)
     
    Here we go!
     
    Cannon Fodder
    Cost: 1
    Villain
    Event
    Deal 1 of your non-unique characters damage equal to the value of an opponent's die showing damage, then remove that die.
     
    Shoot First
    Cost: 1
    Hero
    Event
    Ambush
    Resolve one of your Yellow dice showing ranged damage, then remove an opponent's die showing ranged damage as well.
     
    Mos Eisely Spaceport
    Battlefield
    Neutral
    Return an upgrade to your hand to gain 1 resource.
     
    Infiltrate
    Cost: 1
    Hero
    Ability
    Special: Reroll up to two of your opponent's dice with the special symbol showing.
    (I think I got it)
    Disrupt 1 Shield 1 Resource 1 Special Special Blank  
    Resistance HQ
    Cost: 2
    Hero
    Support
    Exhaust this support and discard a card from your hand to give a character 1 shield. Then ready this support, unless an opponent spends 1 resource.
     
    Jedi Temple
    Battlefield
    Neutral
    Look at an opponent's hand, discard up to two events from it.
     
    Personal Escort
    Cost: 1
    Villain
    Ability(?)
    The attached character has the Guardian keyword.
     
    Queen Amidala
    Cost: 10/14
    Hero
    Discard the top card of an opponent's deck, or spend 1 resource to discard the top two cards of an opponent's deck.
    Ten Health
    (this has an attached die which was spoiled ages ago, only the ability is new knowledge)
     
    Force Strike
    Cost: 1
    Villain
    Event
    Turn one of your blue dice to the side showing Melee Damage, then you may resolve it immediately.
     
    Boundless Ambition
    Cost: 2
    Villain
    Event
    Draw cards up to your hand size.
     
    Hunker Down
    Cost: 3(?)
    Neutral(?)
    Ability(?)
    If attached character takes melee damage discard it and exhaust this upgrade to gain 1 shield.
     
    Isolation
    Cost: 1
    Villain
    Event
    Spot a blue character to remove a character die.
     
    All In
    Cost: 1
    Neutral
    Event
    Resolve any number of your dice in the order of your choice.
     
    Strategic Planning
    Cost: 1
    Hero
    Event
    Ready or exhaust a support
     
    Street Informants
    Cost: 2(?)
    Hero
    Ability(?)
    Ambush
    Exhaust this support to look at an opponent's hand.
     
    Force Misdirection
    Cost: 1
    Hero
    Event
    Choose a symbol showing on one of your blue dice, then remove all of an opponents dice showing that symbol.
     
    EDIT: I've tried to make it clear where possible if they're Hero/Neutral/Villain.
  24. Like
  25. Like
    doctormungmung reacted to JediGeekGirl in Hyperspace Jump and scavenge Spoiled   
    Two new yellow cards were spoiled
     

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