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Star Wars: The Card Game
Take command of a Rebel strike force in the Star Wars universe!
Moderator: FFGMarkFFGStuart Topics: 619 | Posts: 7685
Red 5 can't be in the same deck with Trench Run? Wtf? How is this explained?
Published on 16 January 2013 - 18:51:49
Page 3 of 3 (36 messages) « First page... 2 3
Reply #31 | Published on 20 January 2013 - 14:59:56

Enhance the Death Star dial. This enhancement cannot be targeted.
You may engage the Death Star dial as though it were a dark side objective (it is not an objective). If the dial has 10 or more damage, the light side wins the game. 

Of note here is the fact that even in a multiplayer game (assuming Balance of the Force rules), a player running Red Five cannot engage a Death Star dial enhanced by another player's Trench Run, as the latter card's phrasing prohibits it. I'd assume this was done for the sake of play balance, were it not for the fact that it seems possible, given Trench Run's wording, for two or more players to enhance the Death Star dial with their multiple copies of Trench Run, and then count all the damage they have accumulated together, since it all goes onto the same dial. They could easily errata the card to fix this, such that only one Trench Run can go onto the Death Star dial.

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #32 | Published on 20 January 2013 - 17:34:53

MarthWMaster said:

Enhance the Death Star dial. This enhancement cannot be targeted.
You may engage the Death Star dial as though it were a dark side objective (it is not an objective). If the dial has 10 or more damage, the light side wins the game. 

Of note here is the fact that even in a multiplayer game (assuming Balance of the Force rules), a player running Red Five cannot engage a Death Star dial enhanced by another player's Trench Run, as the latter card's phrasing prohibits it. I'd assume this was done for the sake of play balance, were it not for the fact that it seems possible, given Trench Run's wording, for two or more players to enhance the Death Star dial with their multiple copies of Trench Run, and then count all the damage they have accumulated together, since it all goes onto the same dial. They could easily errata the card to fix this, such that only one Trench Run can go onto the Death Star dial.

It won't need any errata most likely.  It's a unique card.  As long as the multiplayer rules prevent the LS players from having multiples of unique cards on table, it will work for Trench Run too.

Reply #33 | Published on 20 January 2013 - 17:46:17

The rule book already states only one a unique can be in play at any time so should be no issues with Trench Run. Of course that will also want to make the LS players discuss their decks and most likely use different affiliations to avoid duplicates. 

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Reply #34 | Published on 20 January 2013 - 18:37:36

Toqtamish said:

The rule book already states only one a unique can be in play at any time so should be no issues with Trench Run. Of course that will also want to make the LS players discuss their decks and most likely use different affiliations to avoid duplicates. 

Most likely.  It's possible that the multiplayer rules would change that to each player may only have one copy of each unique card… but I hope not.

Reply #35 | Published on 20 January 2013 - 18:42:47

I can't believe I missed the Trench Run's unique symbol! But yes, I enjoy the fact that multiple copies of unique cards cannot be in play simultaneously. I am curious to see how this might be handled with characters who spend time on both sides of the Force, such as Galen Marek (AKA Starkiller) or, more likely to occur soon, Lando Calrissian. I do hope the DS player will eventually have a mechanic that allows him to tempt and/or seduce LS units with promises of power…

"Truth has power. And if we all gravitate toward similar ideas, maybe we do so because those ideas are true…written deep within us. And when we hear the truth, even if we don't understand it, we feel that truth resonate within us…vibrating with our unconscious wisdom. Perhaps the truth is not learned by us, but rather, the truth is re-called…re-membered…re-cognized…as that which is already inside us."   Peter Solomon, The Lost Symbol

Reply #36 | Published on 20 January 2013 - 18:51:48

MarthWMaster said:

I can't believe I missed the Trench Run's unique symbol! But yes, I enjoy the fact that multiple copies of unique cards cannot be in play simultaneously. I am curious to see how this might be handled with characters who spend time on both sides of the Force, such as Galen Marek (AKA Starkiller) or, more likely to occur soon, Lando Calrissian. I do hope the DS player will eventually have a mechanic that allows him to tempt and/or seduce LS units with promises of power…

The simple solution is to do something similar to how Lando was handled in Decipher's game; once the character is played by either side, it is now "in play" for uniqueness purposes.  Then, you may have some text on the card itself that allows the character to be replaced by the opposite side's character, by paying the deploy cost.

Additionally, it could require an Event card to make the switch, or you would just have to Force Choke (or the Light Side equivalent) the character off the board, then play your own.

In the end, it may just be a simple matter of saying nothing about it, and letting the uniqueness rules speak for themselves, so if I play Lando, you can't, until my Lando is out of play.

Any of these would work, in the mechanical sense, but some options are more fluffy than others.

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