Vanadio 6 Posted October 11, 2013 (edited) Hi all! 2x Core set just arrived at my door and tonight I'd like to play with my wife 2 consistent decks instead of the starter 8x objective in the rules. Can you help me? Thank you!!! Edited October 11, 2013 by Vanadio Quote Share this post Link to post Share on other sites
D.Knight Sevus 44 Posted October 11, 2013 A couple of decks I enjoy just out of the core set were actually showcased on the Fantasy Flight website. Here they are. An Alternate Path to Victory Affiliation: Smugglers and Spies Objectives (10) 2 The Defense of Yavin 4 2 Mission Briefing 2 Fleeing the Empire 2 The Rebel Fleet 2 Questionable Contacts This deck, aside from fulfilling an aesthetic desire to use Leia and Han in the same deck, uses the Tactics icons on its units to clear the way for the cheap blast damage of its Y-Wings to destroy Dark Side objectives. An unopposed Y-Wing will deal 3 damage to an objective, and a pair of them will destroy most objectives in the game. Leia can also be used to enable big turns, using either You're My Only Hope or Swindled to trigger her interrupt and re-mobilize your entire board. You can see the original article here. Their Fire Has Gone Out Dark SideAffiliation: Imperial Navy Objectives (10)2 Fall of the Jedi 1 Counsel of the Sith 2 The Emperor's Web 2 The Ultimate Power 2 Death and Despayre 1 Reconnaissance Mission This deck, on the other hand, is all about playing the most powerful units the Dark Side has at its command - you don't need an army to intimidate the Light Side player if you've got Darth Vader or Devastator in play. This deck likes to gain control of the Force and then just bide its time, playing defensively until an opportunity arises to crush the rebellion in one swift stroke. As before, if you'd like to see the article, you can find it here. Quote Share this post Link to post Share on other sites
Vanadio 6 Posted October 13, 2013 (edited) Thank you for the awesome suggestions: the decks and the readings. I will try out and report. This weekend I played 4 games with 4 suggested decklist on cardgamedb.com. It was very fun! I had some rules doubt: Do I understand well in this game the "stack" is always emptied before putting any new ability/event/action? IE: if I play unit nobody can play anything until unit enter the play area. After that I play an enchantment for said unit, the opponent can't play any event before enchantment resolves and enter play attached to Yoda, right? This is a big difference from Magic. Actually I think it's not entirely like this, but still I do not understand well, I have to read rules again and again! Edited October 13, 2013 by Vanadio Quote Share this post Link to post Share on other sites
Toqtamish 3,643 Posted October 13, 2013 There is no stack in this game. Only interrupts can be played during an action window and they resolve before the triggering action. Quote Share this post Link to post Share on other sites
D.Knight Sevus 44 Posted October 14, 2013 What Toq said. If you played Magic before the Sixth Edition rules changes, it's pretty much like that. Quote Share this post Link to post Share on other sites
Vanadio 6 Posted October 25, 2013 (edited) Actually, when there's a "blue" action window, once the active player pass you priority you can play also actions (in hand and on table) and reactions (if any triggered), can't you? Edited October 25, 2013 by Vanadio Quote Share this post Link to post Share on other sites
Toqtamish 3,643 Posted October 25, 2013 Yes but they are each fully resolved first. No stack. Quote Share this post Link to post Share on other sites
D.Knight Sevus 44 Posted October 28, 2013 This. For example... Alice (Light Side) announces her intention to move from her Deployment Phase to her Conflict Phase, implicitly passing priority to her opponent. Brendan (Dark Side) declares that he wishes to take an action, and plays Force Choke. Alice controls a Guardian of Peace with one damage token on it, an obvious target, but even though she has You're My Only Hope in her hand, she cannot play it to sacrifice the Guardian because it is an Action, not an Interrupt. Brendan's Force Choke resolves, he selects the damaged Guardian of Peace as its target, and 1 damage is dealt, destroying the Guardian. Now at this time, if Brendan were to control the Core Set version of Darth Vader, he would announce whether or not he wished to use the Reaction ability of Darth Vader to inflict 1 damage to another unit. Actions can be played at any time there is a window for Player Actions, as long as there is not already an event waiting to resolve. Reactions are played after the triggering event has fully resolved. Interrupts are played in response to the triggering event, before it resolves. Quote Share this post Link to post Share on other sites