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  1. From the "rise" manual I see: -------- CANCELING CARDS ... If a player has the ability to play an additional card, the additional card cannot be canceled and cannot be used to cancel another card. -------- The text on the card "Escape Plan" reads "You may immediately retreat. If you do, cancel the Imperial tactic card". Let's assume you played Confrontation first to allow you play an additional card. Then you play Escape Plan. Since a second played card cannot be used to cancel a card would you lose the retreat feature as well? Additionally, although the card says you may retreat immediately, would the Imperial card still be allowed it's effect or does retreat happen before then? (edited for detail)
  2. So, no thoughts on the counter argument? My friend was fairly adamant about the fact that the card said "while attacking" as extending to the whole team. His view was that the card must be played by a force user but that the character's use of the card constitutes "turning on" this ability for his side. Probably just something for the next faq version I admit due to the wording. I just want to make sure my friend's interpretation is in fact incorrect (I lost a match over it as it happens so I don't want it to come up again). Also he's an insurance guy so he nitpicks over wording routinely to make sure his company can't be sued.
  3. So a friend and I were disagreeing about the interpretation about the card "Deadly Precision" which came with the Grand Inquisitor."Force User: Use at the start of your activation. While attacking during this round, apply -1 dodge to the defense results."The card was played by the emperor during his activation.So my interpretation was that only the the emperor would be able to subtract a dodge from anyone he was attacking but my friend interpreted it as the entire Imperial team being allowed to remove a dodge result from any defense roll for the round and that a force user was only required to play the card. The key is that the card says "while attacking" and not something like "during your attack" which led him to conclude that the interpretation should encompass the entire faction for the round or else it would have specifically mentioned the character enabling the card. It's a very subtle distinction but I admit it is there.I don't think that could be right given that the card costs 0 and there are plenty of other less potentially devastating card effects (if this is interpreted as my friend believes) that cost more. Moreover, the card is simply the Grand Inquisitor's power transferred to a card and the inquisitor's power only enables he himself to remove a dodge from enemy defense results.Thoughts? What's your interpretation?
  4. Hey there, There are a few ways to get around a repeat card play by the rebels - -bring a tie striker into space and cancel his card. Now your AT-ATs have at least one guaranteed round to work. -General Veers and his tactics card allows him to automatically destroy a structure at the start of combat. Combined with the AT-AT combat card you can destroy both generators in the first turn Note also that the rebels don't have a cancel card they can use when fighting at the rebel base if you destroy any transports in orbit. Their ground cancel card only works if a transport is in the area AND they retreat all their ships right away AND have the legal ability to retreat. Even if they can meet all the above it means they effectively surrender the space battle outright and rely only on their ground forces to keep the base from falling. With your forces in orbit the rebel base cannot build further or receive units so if you have the time you can simply sit on them and bring more units or try for a card play like "We're the bait" to soften them up. My two cents. I always bring tie strikers to a base assault. Their card is incredibly helpful but expect them to be targeted in space for that very same reason. Maybe considering bringing them in afterwards in the same round but with a different leader.
  5. Rise of the Empire expansion REVIEW

    Indeed. Thanks very much Rogue.
  6. Rise of the Empire expansion REVIEW

    Not a problem. No need to make it a priority. Just if and when you can find a spare moment. If not, no worries.
  7. Rise of the Empire expansion REVIEW

    Your evening reminder sir.
  8. Rise of the Empire expansion REVIEW

    Hi Rogue, Nice review. I had a few card specific questions if you've got a sec. I heard that there are 12 new objective cards for the rebels to play. Would you mind giving your thoughts on them? The previews have covered "Raid Outposts", "Decisive Victory", "Rebel Cell", "Raid Imperial Factor" and "Defensive Position" but I'd love to hear about some of the others since I had no idea they were adding so many. Also, was curious about the effects of two of the combat cards in particular. Specifically Ion Cannon (Rebel-Space) and the Nebulon-B Frigate (also Rebel-Space). Again, thanks for the review.
  9. Subversion - errata?

    Ah, you know what? I think you're right. In the dice tower review I just noticed that the Subversion card does indeed have a Darth Vader icon on it.
  10. Subversion - errata?

    Please, correct me if I'm wrong. In the rules for Rise of the Empire it says that when choosing mission sets you either include non-character/non-starting missions with the Darth Vader icon or those without (base mission set) however Subversion doesn't have that icon which would seem to indicate that it should only be played if using the base missions. I'm guessing this is a minor oversight and that subversion is probably most likely meant to be included with either mission set. Thoughts?
  11. T-65 Fix?

    How about "Head on" X-Wing (rebel) only. Title. Once per turn if a small/large ship that is attacking you from range 1-2 is also within your firing arc you may roll one extra agility die. (alternate: may re-roll any or all of your agility die). Cost=0 This thematically represents the difficulty in going head-to-head with an x-wing due to the intimidating amount of forward fire it puts out forcing the attacker to dodge which also throws off its aim. Now x-wings get a boost to their jousting ability but are more vulnerable if outmaneuvered which was an intent of the game designers originally I would think.
  12. Here's what I think is a much improved version of the combat system in Rebellion using only the components that came in the box. For those who don't want the explanation you can skip down to step 1 below the double bars below. In my view combat in this game is too random. You often draw cards that are useless to you or which aren't in line with why you're launching an attack or when you're attempting to defend against one. This largely deflates bringing in a leader of higher tactics values since the draws are so random. This alternative adds MUCH more strategic decision making by making card pulls less random while emphasizing the difference that bringing a better leader than your opponent makes. For those interested in giving me feedback or following more updates as this variant becomes more popular you can check the forums at boardgamegeek ============================== Steps are as follows: 1. Divide the 15 combat cards of the theatre (space/ground) you're fighting in into 3 piles of 5 cards each according to the following list and set them close by Attack Pile -Deal 1 damage (x2) -Deal 1 damage to two units -Deal 2 damage (x2 if space) -Bombardment (ground) Defense Pile -Block 1 (x3) -Discard 1 card to block 2 (x2) Advanced Tactics Pile -Concentrate fire (x2) -No escape (space)/Escape plan (ground) -Unstoppable assault -Brilliant Strategy 2. Each player may draw one card from any pile at the start of combat 3. Compare tactics values. The leader with the higher tactics value gets an additional card or cards equal to the difference between his tactic value and that of his opponent from whatever pile he likes (in that theatre) 4. If a shield generator(s) is present, the rebel player may draw one more ground tactics card from any pile for each generator present 5. Proceed with combat as normal except drawing cards is done from the pile of your choosing =================================== The effect of creating attack/defense/advanced piles -The key difference is that you now have some ability to target the cards you want and thus to set strategy. For example, if you launched an attack to do damage but didn't score many hits on your initial roll, you can use tactics to draw from the attack deck to try and press the attack. This can grant you more offensive ability but sacrifices your option to try and draw defense/advanced technique cards thus you have a choice -As more cards are played as the battle progresses you get a clearer picture of the cards left in any pile that can be targeted and thus may want to try and fish for a specific card in a pile. Alternatively, you may take a card from a pile just to try and keep it out of your opponent's hands (i.e. escape plan) -If your initial roll went well, you may consider drawing from the defense deck instead to help withstand the counterattack -if you're trying to play defense long enough to retreat, use tactics to draw from the defense pile. You may be able to block enough hits and buy time for your forces to retreat when the turn ends or if playing with no ships in orbit in the ground theatre, you could try to draw Escape Plan from the advanced tactics pile -seeing what pile your opponent is drawing from can give you a hint at his intentions. If you already have cards from that same pile you can also make an educated guess about what your opponent has in his hand and plan/react accordingly -need to score 4 hits but only have 4 tactics symbols? Draw from the attack pile and try to get both cards that allow you to do 2 damage to one ship -did you start off with brilliant strategy? Try to pick up two more cards from the advanced pile to see if you grab combinations like unstoppable assault + concentrate fire -the one card given at the start represents uncertainty about what your opponent is currently capable of which forces people to consider things like "overkilling" units. It keeps a certain "fog of war" element active The effect of bringing a better leader -bringing a better leader than your opponent means drawing more cards then your opponent at the outset which gives you more chances to play them, pay for other cards with them or maybe even just to try and draw cards you don't want to risk your opponent getting from a particular pile. This captures the theme of smarter leaders having more options at their disposal than less skillful ones through more deck control -when leaders are evenly matched, no additional cards are given at the start of combat apart from the preliminary card for each side which reflects how leaders equal in skill have no inherent advantage over each other and allows a battle to rightfully be more luck-based in those cases Updates 8/24/16 - Brilliant Strategy - cost to play is reduced from 1 tactics symbol to 0 Out of the box it costs two tactics symbols. One to get and one to play and then maybe a third or fourth to actually make use of the cards you draw. Way too expensive and too easy to draw when useless. Not that brilliant really unless you count being able to draw a card in both theatres. By using separated decks and giving it no play cost it becomes something you can try to fish for from the Advanced Tactics deck as a "hail Mary" pass if you're desperate which might let you draw two no-cost block or no-cost attack cards or maybe two Concentrate Fire out of the advanced deck with a good chance of being able to play them right away making this card truly "brilliant".