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D.Knight Sevus

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  1. Like
    D.Knight Sevus got a reaction from Krystofer in Reaction question   
    To clarify a little...
     
    Human Replica Droid instructs to, as part of its Reaction, "put this card into play." According to p. 13 of the rule book, "put into play" means to take a card from an out of play state and transfer it directly into play without paying its resource cost. Now, if it had instructed you to "play this unit" as the Actions of "Backstabber" and Admiral Ackbar do, you would still have to pay the resource cost.
     
    Again, if something were supposed to happen to Human Replica droid at the end of the engagement, the card itself would tell you. Compare the text of Secret Guardian or Unfinished Business, which specifically tell you that the unit is returned to its owners hand or discard pile, respectively, at the end of the phase.
  2. Like
    D.Knight Sevus got a reaction from Darth Zilla in Printed cost question   
    evilidler is correct, the printed cost of a card is the cost listed in the upper left-hand corner, and it does not change.
  3. Like
    D.Knight Sevus got a reaction from Forensicus in Noble Sacrifice?   
    dbmeboy is correct, but to add to that, sacrifice is a game action that means "the player must discard a unit he or she controls." There are cards such as Aggression and X-Wing Escort that can force your opponent to sacrifice a unit, but you never sacrifice a unit you do not control.
  4. Like
    D.Knight Sevus got a reaction from vader71 in Affiliation play styles   
    Keep in mind that individual decks might play differently - an Imperial Fighter deck plays very differently from an Imperial Capital Ship deck, for example - but here's the basic gist.
     
    Jedi are all about powerful individual units. A Jedi deck wants to get out one or two really powerful units, use Enhancements to make them even stronger, and protect them both with the actual Protect keyword and events like Lightsaber Deflection and Counter-Stroke.
     
    The Rebel Alliance are all about synergy - Jan Ors lets you return a character to your hand to do things, and Leia and Han have abilities that trigger when they leave play, Pilots act as powerful enhancements for your Vehicle units, and then Desperation lets you destroy all units that don't have an enhancement on them. Commando Raid lets you discard a Fate card to use its effect outside of an edge battle, and Page's Commandos recover the topmost Fate card in your discard pile. All kinds of 2+2=5 combos.
     
    Smugglers and Spies are full of tricks, focused on manipulating every aspect of the game to their advantage - moving focus tokens around the board, moving combat icons from one unit to another, returning cards to the owner's hand, adding or removing units from an engagement after attackers and defenders have been declared, that sort of thing.
     
    Sith are, as you'd expect, a dark mirror of Jedi, except they focus on extremely powerful Events rather than Enhancements. They're the most traditional control deck in the game, with direct unit damage, spot removal, and even full board wipes backed up by powerful Force Users and plenty of draw.
     
    The Imperial Navy focuses on rapid acceleration of resources, and using those resources to deploy a massive army, whether through a lot of individually expendable Fighter or Trooper units, or through a fleet of massive Captial Ship units. They also have the ever-entertaining Superlaser Blast event, which just straight up destroys any one objective for 4 resources, no questions asked.
     
    Scum and Villainy are...sort of a budget Smugglers and Spies. They are the Dark Side faction that makes the most use of the capture mechanic, and a Black Sun deck can have a resource curve rivalling that of Big Navy, but even with two Deluxe Expansions half-dedicated to them, don't really have much focus. That lack of focus, however, gives them a very wide variety of tricks, so they make an excellent splash faction. And if your opponent turns up all green objectives, you can never be quite certain what all they're capable of.
  5. Like
    D.Knight Sevus got a reaction from Thaliak in Questions from a New Player   
    Well, let's see. There are 36 objective sets in the Core Set, two of which are duplicated. So that's 38 x 6, or 228 cards. Plus six affiliation cards and six force cards is 240 cards. Double that's 480 cards (444 if you exclude the extra copies of Reconaissance Mission and Hit and Run)
     
    Edge of Darkness is 22 objective sets, for 132 total cards. Twice that is 264 (252, if you again exclude the extra copies of "Limit one per objective deck" sets)
     
    I...don't remember how many cards comprise the challenge decks of Balance of the Force, sorry. As dbmebory mentioned below, there are 59 cards per challenge deck. But the six objective sets included are an additional 36 cards.
     
    Between the Shadows includes 26 objective sets, for a total of 156 cards.
     
    Imperial Entanglements also includes 26 objective sets, yielding 156 cards.
     
    Force Cycles are 6 packs of 60 cards each, so a full cycle is 360 cards. There have been three, giving us 1080 cards, plus 60 more cards from the current (unfinished) cycle, bringing the total to 1140
     
    480 + 264 + 36 + 156 + 156 + 1140 = 2232 cards, or 2184 if you don't count the eight duplicates of "Limit 1 per objective deck" sets. Also not counting the two challenge decks, if you include those, the numbers go up to 2350 and 2302, respectively.
  6. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Reaction question   
    To clarify a little...
     
    Human Replica Droid instructs to, as part of its Reaction, "put this card into play." According to p. 13 of the rule book, "put into play" means to take a card from an out of play state and transfer it directly into play without paying its resource cost. Now, if it had instructed you to "play this unit" as the Actions of "Backstabber" and Admiral Ackbar do, you would still have to pay the resource cost.
     
    Again, if something were supposed to happen to Human Replica droid at the end of the engagement, the card itself would tell you. Compare the text of Secret Guardian or Unfinished Business, which specifically tell you that the unit is returned to its owners hand or discard pile, respectively, at the end of the phase.
  7. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Pilot enhancement   
    You are correct, the damage capacity of the Pilot card only matters if it is deployed as a unit. If an enhancement increases the damage capacity of the enhanced unit, it will say so in the text, like Aft Armor Plating.
  8. Like
    D.Knight Sevus got a reaction from jme in Were the challenge decks any good?   
    You have it sort of right. Balance of the Force contains six "Limit 1 per objective deck" sets, one for each faction, that are optimized for multiplayer but can be used in standard play. The rest of the cards are organized into two challenge decks, The Search for Skywalker and Jerjerrod's Task, which Forensicus described above.
  9. Like
    D.Knight Sevus got a reaction from Forensicus in New player: Question about Wedge as a pilot.   
    So, let's go through this step by step.
     
    First, the cards.
     
     
     
    You declare an attack with Rogue Three, enhanced with Wedge Antilles. Your opponent chooses no defenders, so you win the edge battle by default and strike with Rogue Three.
     
    There is a window for player actions after each strike is resolved, but I'm assuming that you concluded the engagement (including applying unopposed damage) before using the Action of Wedge. If you used Wedge's Action before concluding the engagement, you would have to strike again against the same objective because you had a participating ready unit.
     
    So, on to the questions at hand. Can Rogue Three participate in another engagement? Yes, it is a ready unit during your conflict phase. The presence of an exhausted enhancement, even a Pilot enhancement, doesn't matter. Does Rogue Three retain the Unit and Blast Damage for being enhanced with Wedge Antilles? Yes. Rogue Three only cares about the number of enhancements on it, not whether they are ready or exhausted. Can Wedge Antilles use his ability again? No. The game action "focus" means "put a focus token on a ready card", so you can't focus an already exhausted Wedge.
  10. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in New player: Question about Wedge as a pilot.   
    So, let's go through this step by step.
     
    First, the cards.
     
     
     
    You declare an attack with Rogue Three, enhanced with Wedge Antilles. Your opponent chooses no defenders, so you win the edge battle by default and strike with Rogue Three.
     
    There is a window for player actions after each strike is resolved, but I'm assuming that you concluded the engagement (including applying unopposed damage) before using the Action of Wedge. If you used Wedge's Action before concluding the engagement, you would have to strike again against the same objective because you had a participating ready unit.
     
    So, on to the questions at hand. Can Rogue Three participate in another engagement? Yes, it is a ready unit during your conflict phase. The presence of an exhausted enhancement, even a Pilot enhancement, doesn't matter. Does Rogue Three retain the Unit and Blast Damage for being enhanced with Wedge Antilles? Yes. Rogue Three only cares about the number of enhancements on it, not whether they are ready or exhausted. Can Wedge Antilles use his ability again? No. The game action "focus" means "put a focus token on a ready card", so you can't focus an already exhausted Wedge.
  11. Like
    D.Knight Sevus got a reaction from RClemons13 in Affiliation play styles   
    Keep in mind that individual decks might play differently - an Imperial Fighter deck plays very differently from an Imperial Capital Ship deck, for example - but here's the basic gist.
     
    Jedi are all about powerful individual units. A Jedi deck wants to get out one or two really powerful units, use Enhancements to make them even stronger, and protect them both with the actual Protect keyword and events like Lightsaber Deflection and Counter-Stroke.
     
    The Rebel Alliance are all about synergy - Jan Ors lets you return a character to your hand to do things, and Leia and Han have abilities that trigger when they leave play, Pilots act as powerful enhancements for your Vehicle units, and then Desperation lets you destroy all units that don't have an enhancement on them. Commando Raid lets you discard a Fate card to use its effect outside of an edge battle, and Page's Commandos recover the topmost Fate card in your discard pile. All kinds of 2+2=5 combos.
     
    Smugglers and Spies are full of tricks, focused on manipulating every aspect of the game to their advantage - moving focus tokens around the board, moving combat icons from one unit to another, returning cards to the owner's hand, adding or removing units from an engagement after attackers and defenders have been declared, that sort of thing.
     
    Sith are, as you'd expect, a dark mirror of Jedi, except they focus on extremely powerful Events rather than Enhancements. They're the most traditional control deck in the game, with direct unit damage, spot removal, and even full board wipes backed up by powerful Force Users and plenty of draw.
     
    The Imperial Navy focuses on rapid acceleration of resources, and using those resources to deploy a massive army, whether through a lot of individually expendable Fighter or Trooper units, or through a fleet of massive Captial Ship units. They also have the ever-entertaining Superlaser Blast event, which just straight up destroys any one objective for 4 resources, no questions asked.
     
    Scum and Villainy are...sort of a budget Smugglers and Spies. They are the Dark Side faction that makes the most use of the capture mechanic, and a Black Sun deck can have a resource curve rivalling that of Big Navy, but even with two Deluxe Expansions half-dedicated to them, don't really have much focus. That lack of focus, however, gives them a very wide variety of tricks, so they make an excellent splash faction. And if your opponent turns up all green objectives, you can never be quite certain what all they're capable of.
  12. Like
    D.Knight Sevus got a reaction from RLogue177 in Affiliation play styles   
    Keep in mind that individual decks might play differently - an Imperial Fighter deck plays very differently from an Imperial Capital Ship deck, for example - but here's the basic gist.
     
    Jedi are all about powerful individual units. A Jedi deck wants to get out one or two really powerful units, use Enhancements to make them even stronger, and protect them both with the actual Protect keyword and events like Lightsaber Deflection and Counter-Stroke.
     
    The Rebel Alliance are all about synergy - Jan Ors lets you return a character to your hand to do things, and Leia and Han have abilities that trigger when they leave play, Pilots act as powerful enhancements for your Vehicle units, and then Desperation lets you destroy all units that don't have an enhancement on them. Commando Raid lets you discard a Fate card to use its effect outside of an edge battle, and Page's Commandos recover the topmost Fate card in your discard pile. All kinds of 2+2=5 combos.
     
    Smugglers and Spies are full of tricks, focused on manipulating every aspect of the game to their advantage - moving focus tokens around the board, moving combat icons from one unit to another, returning cards to the owner's hand, adding or removing units from an engagement after attackers and defenders have been declared, that sort of thing.
     
    Sith are, as you'd expect, a dark mirror of Jedi, except they focus on extremely powerful Events rather than Enhancements. They're the most traditional control deck in the game, with direct unit damage, spot removal, and even full board wipes backed up by powerful Force Users and plenty of draw.
     
    The Imperial Navy focuses on rapid acceleration of resources, and using those resources to deploy a massive army, whether through a lot of individually expendable Fighter or Trooper units, or through a fleet of massive Captial Ship units. They also have the ever-entertaining Superlaser Blast event, which just straight up destroys any one objective for 4 resources, no questions asked.
     
    Scum and Villainy are...sort of a budget Smugglers and Spies. They are the Dark Side faction that makes the most use of the capture mechanic, and a Black Sun deck can have a resource curve rivalling that of Big Navy, but even with two Deluxe Expansions half-dedicated to them, don't really have much focus. That lack of focus, however, gives them a very wide variety of tricks, so they make an excellent splash faction. And if your opponent turns up all green objectives, you can never be quite certain what all they're capable of.
  13. Like
    D.Knight Sevus got a reaction from jrboogie73 in Trench Run Deck   
    So, looking at the preview for Attack Run, I was saddened by the realization that while it will make it finally possible to send Red Five on a Trench Run, the objective set has no synergy with Trench Run at all due to the ruling that "the Death Star dial is not an objective" means only objective damage and the unopposed bonus affect it. Smugglers and Spies make a better Trench Run deck than pure Rebels.
     
    Then I realized that Smugglers and Spies might actually make a pretty good Trench Run deck. Here's my first draft.
     
    Affiliation: Rebel Alliance
    2 Mobilize the Squadrons
    2 Questionable Contacts
    2 The Last Defense of Hoth
    2 Raise the Stakes
    2 Across the Anoat Sector
     
    The idea is to play out somewhat like a basic Unblockable Smugglers deck, and that's how it wins if I don't see an early Trench Run. Blockade Runner and Sleuth Scout slip past enemy defenses, and Rebel Assault, Swindled, Renegade Squadron X-Wing, Cloud City Operative, and even Han Solo, Crossfire, and A Stinging Insult can clear out the smaller units my ships can't outrun. If I do manage to send my blockade runners on a Trench Run, however, that's when things get intersting. Across the Anoat Sector, Raise the Stakes, and Don't Get Cocky all grant my ships extra damage that will hit the Death Star Dial, and my tempo cards only have to hold out long enough for my ships to get in two or three good runs.
     
    Any thoughts? Cards and interactions I might've missed?
  14. Like
    D.Knight Sevus got a reaction from Forensicus in Deck building question   
    Yes, with one further exception. You may only use one affiliation card, and some cards (like Mobilize the Squadrons) are restricted to use with a single affiliation. So you could not have Mobilize the Squadrons and A Journey to Dagobah in the same deck, because Mobilize the Squadrons can only be played with the Rebel Alliance affiliation, and A Journey to Dagobah can only be played with the Jedi affiliation.
  15. Like
    D.Knight Sevus got a reaction from uncleho in Received as birthday gift   
    Your four starter decks should look like this.
     
    Affiliation Card: Jedi
    A Hero's Journey
    - Luke Skywalker
    - Twi'lek Loyalist
    - Jedi Lightsaber
    - Trust your Feelings
    - Dagobah Training Grounds
    In You Must Go
    - Yoda
    - Believer in the Old Ways
    - Shii-Cho Training
    - Dagobah Training Grounds
    - Counter-stroke
    Forgotten Heroes
    - Obi-Wan Kenobi
    - Jedi In Hiding
    - Jedi Mind Trick
    - Our Most Desperate Hour
    - Heat of Battle
    A Journey to Dagobah
    - Red Five
    - R2-D2
    - Twi'lek Loyalist
    - Double Strike
    - Target of Opportunity
    The Secret of Yavin 4
    - C-3PO
    - Guardian of Peace
    - Guardian of Peace
    - Lightsaber Deflection
    - Twist of Fate
    Last Minute Rescue
    - Redemption
    - Corellian Engineer
    - Return of the Jedi
    - Emergency Repair
    - Force Rejuvenation
    Jedi Training
    - Jedi in Hiding
    - Believer in the Old Ways
    - Ancient Monument
    - Jedi Mind Trick
    - It Binds all Things
    Hit and Run
    - Secret Informant
    - Secret Informant
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Rebel Alliance
    The Defense of Yavin 4
    - Red Two
    - Y-Wing
    - Astromech Droid Upgrade
    - Hidden Outpost
    - Rebel Assault
    Mission Briefing
    - Mon Mothma
    - Battlefield Engineers
    - A-Wing
    - Heavy Blaster Emplacement
    - Heat of Battle
    Fleeing the Empire
    - Leia Organa
    - Fleet Officer
    - Stolen Plans
    - You're My Only Hope
    - Twist of Fate
    The Rebel Fleet
    - Home One
    - Y-Wing
    - Repair Droid
    - Hidden Outpost
    - Target of Opportunity
    Draw Their Fire
    - Admiral Ackbar
    - X-Wing Escort
    - X-Wing
    - Fleet Command Center
    - Heroic Sacrifice
    Mobilize the Squadrons
    - X-Wing
    - Rookie Pilot
    - Trench Run
    - Rebel Assault
    - Covering Fire
    Decoy at Dantooine
    - Wookiee Navigator
    - Rebel Trooper
    - False Lead
    - Fall Back
    - A New Hope
    Hit and Run
    - Secret Informant
    - Secret Informant
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Sith
    Fall of the Jedi
    - Darth Vader
    - Dark Side Apprentice
    - Vader's Lightsaber
    - Force Choke
    - Heat of Battle
    Counsel of the Sith
    - Advisor to the Emperor
    - Kuati Security Team
    - Sith Library
    - Dark Precognition
    - Twist of Fate
    Black Squadron Assault
    - Vader's TIE Advanced
    - TIE Advanced
    - Black Squadron Pilot
    - I'm On The Leader
    - Target of Opportunity
    The Heart of the Empire
    - Coruscant Defense Fleet
    - Kuati Security Team
    - Sith Library
    - Force Stasis
    - There Is No Escape
    The Emperor's Web
    - Emperor Palpatine
    - Emperor's Royal Guard
    - Sith Library
    - Force Lightning
    - Force Choke
    Cruel Interrogations
    - Interrogation Droid
    - Interrogation Droid
    - ISB Interrogators
    - Intimidated
    - Interrogation
    Shadows of Dathomir
    - Nightsister
    - Nightsister
    - Rancor
    - The Hand's Blessing
    - A Disturbance in the Force
    Reconnaissance Mission
    - Human Replica Droid
    - Human Replica Droid
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Imperial Navy
    Imperial Command
    - Admiral Motti
    - Duty Officer
    - Heavy Stormtrooper Squad
    - Heavy Stormtrooper Squad
    - Orbital Bombardment
    Kuat Reinforcements
    - "Backstabber"
    - TIE Fighter
    - TIE Bomber
    - Tallon Roll
    - Death from Above
    The Ultimate Power
    - Grand Moff Tarkin
    - Superlaser Engineer
    - Stormtrooper Elite
    - Control Room
    - Superlaser Blast
    Death and Despayre
    - Devastator
    - Imperial Officer
    - Control Room
    - Defense Upgrade
    - Heat of Battle
    Defense Protocol
    - TIE Attack Squadron
    - TIE Fighter
    - Tallon Roll
    - Death from Above
    - Twist of Fate
    The Endor Gambit
    - AT-ST Commander
    - AT-ST
    - AT-ST
    - Aft Armor Plating
    - Target of Opportunity
    Take Them Prisoner
    - Death Star Trooper
    - Death Star Trooper
    - Detained
    - Trooper Assault
    - Tear This Ship Apart
    Reconnaissance Mission
    - Human Replica Droid
    - Human Replica Droid
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    You do not use the objectives Questionable Contacts, Rumors at the Cantina, Tribal Support, The Bespin Exchange, Looking for Droids, Corporate Exploitation, or their associated command cards. Those are for building your own decks later.
     
    While it's not as important in games with just the starter decks, cards are grouped into "objective sets" of one objective and five command cards - I broke them down for you above. For ease of reference, each objective set has a number - A Hero's Journey is objective set 1, for example, and then each card in that objective set specifies which card in the set it is. So Luke Skywalker is card 2 of 6 in objective set 1. The Twi'lek Loyalist that belongs to that objective set specifies it is card 3 of 6 in objective set 1, and so on. If your cards ever get mixed up like this again, you can look for the objective set numbers to sort them into objective sets.
  16. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Next Expansions..   
    A problem with incorporating pre-Galactic Civil War content is that two of the affiliations, Rebel Alliance and Imperial Navy, have no representation before the GCW.
     
    Seeing that the Republic Army would eventually become the Imperial Navy, you could make a case that you could add Republic cards under the Imperial Navy banner, but it would feel wrong to have the prequel films' "good guys" under a Dark Side affiliation. And the Republic Army's primary antagonist, the Confederation of Independent Systems, is definitely not Rebel Alliance material. You could swap them, and again, you can sort of make the case for Republic Army being Rebel Alliance, but the Confederation of Independent Systems fits better as part of the Scum and Villainy affiliation than Imperial Navy.
     
    Compounded with that is the fact that a sizable portion of the Star Wars fanbase is anti-Special Edition and anti-prequel. While Core Set and X-Wing Han's ability to shoot first might simply be intended as a humorous reference to the fandom meme, it could also mean that the development team is sympathetic to that viewpoint.
  17. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Received as birthday gift   
    Your four starter decks should look like this.
     
    Affiliation Card: Jedi
    A Hero's Journey
    - Luke Skywalker
    - Twi'lek Loyalist
    - Jedi Lightsaber
    - Trust your Feelings
    - Dagobah Training Grounds
    In You Must Go
    - Yoda
    - Believer in the Old Ways
    - Shii-Cho Training
    - Dagobah Training Grounds
    - Counter-stroke
    Forgotten Heroes
    - Obi-Wan Kenobi
    - Jedi In Hiding
    - Jedi Mind Trick
    - Our Most Desperate Hour
    - Heat of Battle
    A Journey to Dagobah
    - Red Five
    - R2-D2
    - Twi'lek Loyalist
    - Double Strike
    - Target of Opportunity
    The Secret of Yavin 4
    - C-3PO
    - Guardian of Peace
    - Guardian of Peace
    - Lightsaber Deflection
    - Twist of Fate
    Last Minute Rescue
    - Redemption
    - Corellian Engineer
    - Return of the Jedi
    - Emergency Repair
    - Force Rejuvenation
    Jedi Training
    - Jedi in Hiding
    - Believer in the Old Ways
    - Ancient Monument
    - Jedi Mind Trick
    - It Binds all Things
    Hit and Run
    - Secret Informant
    - Secret Informant
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Rebel Alliance
    The Defense of Yavin 4
    - Red Two
    - Y-Wing
    - Astromech Droid Upgrade
    - Hidden Outpost
    - Rebel Assault
    Mission Briefing
    - Mon Mothma
    - Battlefield Engineers
    - A-Wing
    - Heavy Blaster Emplacement
    - Heat of Battle
    Fleeing the Empire
    - Leia Organa
    - Fleet Officer
    - Stolen Plans
    - You're My Only Hope
    - Twist of Fate
    The Rebel Fleet
    - Home One
    - Y-Wing
    - Repair Droid
    - Hidden Outpost
    - Target of Opportunity
    Draw Their Fire
    - Admiral Ackbar
    - X-Wing Escort
    - X-Wing
    - Fleet Command Center
    - Heroic Sacrifice
    Mobilize the Squadrons
    - X-Wing
    - Rookie Pilot
    - Trench Run
    - Rebel Assault
    - Covering Fire
    Decoy at Dantooine
    - Wookiee Navigator
    - Rebel Trooper
    - False Lead
    - Fall Back
    - A New Hope
    Hit and Run
    - Secret Informant
    - Secret Informant
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Sith
    Fall of the Jedi
    - Darth Vader
    - Dark Side Apprentice
    - Vader's Lightsaber
    - Force Choke
    - Heat of Battle
    Counsel of the Sith
    - Advisor to the Emperor
    - Kuati Security Team
    - Sith Library
    - Dark Precognition
    - Twist of Fate
    Black Squadron Assault
    - Vader's TIE Advanced
    - TIE Advanced
    - Black Squadron Pilot
    - I'm On The Leader
    - Target of Opportunity
    The Heart of the Empire
    - Coruscant Defense Fleet
    - Kuati Security Team
    - Sith Library
    - Force Stasis
    - There Is No Escape
    The Emperor's Web
    - Emperor Palpatine
    - Emperor's Royal Guard
    - Sith Library
    - Force Lightning
    - Force Choke
    Cruel Interrogations
    - Interrogation Droid
    - Interrogation Droid
    - ISB Interrogators
    - Intimidated
    - Interrogation
    Shadows of Dathomir
    - Nightsister
    - Nightsister
    - Rancor
    - The Hand's Blessing
    - A Disturbance in the Force
    Reconnaissance Mission
    - Human Replica Droid
    - Human Replica Droid
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    Affiliation Card: Imperial Navy
    Imperial Command
    - Admiral Motti
    - Duty Officer
    - Heavy Stormtrooper Squad
    - Heavy Stormtrooper Squad
    - Orbital Bombardment
    Kuat Reinforcements
    - "Backstabber"
    - TIE Fighter
    - TIE Bomber
    - Tallon Roll
    - Death from Above
    The Ultimate Power
    - Grand Moff Tarkin
    - Superlaser Engineer
    - Stormtrooper Elite
    - Control Room
    - Superlaser Blast
    Death and Despayre
    - Devastator
    - Imperial Officer
    - Control Room
    - Defense Upgrade
    - Heat of Battle
    Defense Protocol
    - TIE Attack Squadron
    - TIE Fighter
    - Tallon Roll
    - Death from Above
    - Twist of Fate
    The Endor Gambit
    - AT-ST Commander
    - AT-ST
    - AT-ST
    - Aft Armor Plating
    - Target of Opportunity
    Take Them Prisoner
    - Death Star Trooper
    - Death Star Trooper
    - Detained
    - Trooper Assault
    - Tear This Ship Apart
    Reconnaissance Mission
    - Human Replica Droid
    - Human Replica Droid
    - Heat of Battle
    - Target of Opportunity
    - Twist of Fate
     
    You do not use the objectives Questionable Contacts, Rumors at the Cantina, Tribal Support, The Bespin Exchange, Looking for Droids, Corporate Exploitation, or their associated command cards. Those are for building your own decks later.
     
    While it's not as important in games with just the starter decks, cards are grouped into "objective sets" of one objective and five command cards - I broke them down for you above. For ease of reference, each objective set has a number - A Hero's Journey is objective set 1, for example, and then each card in that objective set specifies which card in the set it is. So Luke Skywalker is card 2 of 6 in objective set 1. The Twi'lek Loyalist that belongs to that objective set specifies it is card 3 of 6 in objective set 1, and so on. If your cards ever get mixed up like this again, you can look for the objective set numbers to sort them into objective sets.
  18. Like
    D.Knight Sevus got a reaction from Forensicus in Rules Question Courtesy (Please Read Me!)   
    I would like to preface this with an acknowledgement that pretty much everyone who asks and answers questions in this forum has been incredibly polite, and this is not meant to detract from that.
     
    There've been a couple rules questions lately that have had misleading answers based on a recollection of what the card does rather than confirmation of that card's rules text. To prevent this from occuring in the future, I'd like to ask two things.
     
    1) If you are posting a rules question, please include the rules text of all of the cards named in your question. Having the rules text available will make the answers you are given more accurate.
     
    2) If you are answering a rules question, please re-read the rules text of all of the relevant cards before answering. If the OP has provided it for you, great; otherwise, please check a resource like CardGameDB and politely refer the OP to this thread.
     
    Thank you!
  19. Like
    D.Knight Sevus got a reaction from paulsutcliffe in Deckbuilding, new to the game (but not LCGs)   
    At the start of the game, you look at the top 4 objectives of your objective deck, and pick three to open with. Say I have 6 Sith objective sets, and 4 Imperial Navy objective sets.
     
    I have about a 7% chance to open with no Imperial Navy objectives to choose from, but less than one-half of 1% chance of opening with none of my Sith objectives available. With a 7/3 split, there's a 17% chance I open with no Navy objectives, and zero chance I'll have no Sith objectives. And with an 8/2, it's a 33% chance that I have no Navy objectives in my opening selection.
     
    Since the affiliation card provides a resource that is always available, playing the card of the splashed affiliation means I'll always be able to play my cards of that affiliation.
  20. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Engaging Multiple Objectives during a Conflict Phase of Your Turn   
    It depends.
     
    If you have multiple units to strike with, then there's a limit to how much Blast Damage is going to be effective to begin with. Once you have enough to destroy the objective, any additional damage you throw at it is going to be wasted.
  21. Like
    D.Knight Sevus got a reaction from vandalDX in Engaging Multiple Objectives during a Conflict Phase of Your Turn   
    It depends.
     
    If you have multiple units to strike with, then there's a limit to how much Blast Damage is going to be effective to begin with. Once you have enough to destroy the objective, any additional damage you throw at it is going to be wasted.
  22. Like
    D.Knight Sevus got a reaction from Forensicus in Getting focus tokens whilst in combat.   
    To clarify that a little bit.
     
    Force cards specify "When this unit focuses to strike, it receives 1 additional focus token." So only the action of focusing to strike adds an additional focus token. Not focusing to generate resources, and not being focused due to an enemy Tactics icon or card effect.
     
    During an engagement, only a ready unit may strike, that is, a unit with no focus tokens on it. So if your unit committed to the Force is participating in an engagement, and before you strike with it, receives a focus token due to an enemy Tactics icon, it is no longer "ready" and thus cannot strike.
  23. Like
    D.Knight Sevus got a reaction from LambdaLambdaLambda in Edge Battles and Attacking   
    1) Yes. Even if you have no cards in hand, if you have ready units, you may choose them as defenders (or attackers) in an engagement. In part because of the situation you describe, in part because the Edge keyword exists. Having cards to place in an edge stack is not a requirement for the edge battle.
     
    2) Yes, you may choose only a unit with no damage icons as an attacker. If you do, however, that unit must still focus to strike - its strike has no effect. If the engagement is not defended, you will inflict 1 damage to the objective for the unopposed bonus, as normal.
  24. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Edge Battles and Attacking   
    1) Yes. Even if you have no cards in hand, if you have ready units, you may choose them as defenders (or attackers) in an engagement. In part because of the situation you describe, in part because the Edge keyword exists. Having cards to place in an edge stack is not a requirement for the edge battle.
     
    2) Yes, you may choose only a unit with no damage icons as an attacker. If you do, however, that unit must still focus to strike - its strike has no effect. If the engagement is not defended, you will inflict 1 damage to the objective for the unopposed bonus, as normal.
  25. Like
    D.Knight Sevus got a reaction from Devon Greatwolf in Getting focus tokens whilst in combat.   
    To clarify that a little bit.
     
    Force cards specify "When this unit focuses to strike, it receives 1 additional focus token." So only the action of focusing to strike adds an additional focus token. Not focusing to generate resources, and not being focused due to an enemy Tactics icon or card effect.
     
    During an engagement, only a ready unit may strike, that is, a unit with no focus tokens on it. So if your unit committed to the Force is participating in an engagement, and before you strike with it, receives a focus token due to an enemy Tactics icon, it is no longer "ready" and thus cannot strike.
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