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Twirl,
Feign and Block:
The
Secrets of Parry Revealed
by C.J. Williams
Along
with the new Fall of the Republic (FOTR) dream card expansion, we
are also releasing an FOTR Annotated Rulebook a little after the
set's release. This Rulebook is based from the ROTS Rulebook and
makes no changes to the original text save for striking out a few
words while they remain in their entirety. This is because it is
"annotated", and is not a complete revision. However,
don't let this fool you. The rulebook has been completely upgraded
with all pertinent entries from various Rulings, Errata, and FAQ's,
collectively referred to here as REF's. While the IDC has made some
rulings to clear up confusion and various contradictions, they have
not changed any rules outside of those.
In
the FOTR Annotated Rulebook, original ROTS Rulebook entries are
in its original color text, while annotations inserted from other
documents appear in green. These annotations
may be slightly reworded to accommodate language continuity or clarify
meaning. Then there are annotations made by the IDC Rules Sub-committee
that will appear in blue. All in all,
the rulebook will be around twice its original size. However, don't
let its size overwhelm you. You will undoubtedly find having all
the rulings in one place to be much more convenient.
One such entry in the Rulebook will be the new Parry ability.
Parry:
A triggered keyword ability written as "Parry X," that
means "When this unit is attacked, prevent X damage if the
attacking unit rolls at least one natural 1."
That's
how the Rulebook definition of Parry begins. Everyone has heard
for a long time about the Parry X text that allowed prevention for
"each natural 1." However, after much deliberation, the
ability was changed to read similar to Critical Hit, allowing only
prevention for "at least one natural 1." As a result,
the next portion of the definition also reads like Critical Hit:
No
matter how many dice come up as 1's, the unit still prevents only
X damage.
Okay,
so now the rules are the same for Parry as for Critical Hit, right?
Not exactly. Now we're dealing with a prevention ability instead
of auto-damage. The next sentence is important even though it covers
what many already know:
Parry
can't affect unpreventable damage.
Inexperienced
players often ask about whether they can play specific damage prevention
abilities against unpreventable damage. It's likely due to their
lack of experience with the Rulebook and trading card games in general.
For this reason this clarification has been included. Parry is a
prevention ability and like all prevention abilities, is unable
to stop unpreventable damage.
Next
is a bit of text also added for the benefit of new players, and
which answers a question that might pop up from time to time:
Parry
only prevents damage to the unit with the Parry ability. It can't
prevent damage from the unit with the ability.
Since
Parry is a prevention ability, and since the text without this line
might be considered ambiguous, this line was added for clarity.
While a player may be able to play prevention Battle cards on attacks
from their own units, a unit may not apply prevention abilities
to their own attacks.
Despite
the difference, though, there are still similarities.
If
your unit gets the Parry ability after your opponent rolls attack
dice, it's too late to affect the damage.
This
means that you can only apply ability-granting effects during the
attack PoP. You can't play them during or after the die roll to
grant Parry to a unit to affect the result. It's too late. At that
point, only the die roll PoP can occur, followed by the prevention
PoP, which, as explained before, is not affected by and has no affect
on Parry.
Note,
also, the words "the controller of the attacking unit"
instead of "your opponent". Reference to a card's "controller"
is also mentioned in the ability text. This allows for the ability
to be used against units that you cause to attack your own unit.
This could also be important to game play in a way that could benefit
or negatively affect your overall strategy, based on the tactic
used. If it is your goal to attack your unit to kill it, Parry could
make this harder. If it is your intent that the unit should minimize
the damage done when you have one of your units attack that unit
to gain some kind of bonus, then Parry would work well.
Is
Parry what is referred to as "stackable"? Just like Critical
Hit, all Parry abilities trigger at the same point. The rule states:
If
one of your units already has Parry, it can get a second Parry ability.
If that happens, both Parry abilities reduce the damage if you roll
a natural 1.
Of
course, Accuracy also affects Parry in the same way it affects Critical
Hit, so the text is nearly exactly the same:
Penalties
to the attacking unit's attack dice from Accuracy with a negative
value can't create "natural 1's" and increase the chance
of doing less damage with Parry. (A "natural" 1 occurs
when one of the dice actually shows a 1, before any bonuses or penalties.)
Nearing
the end of the Parry definition, we get the familiar reminder:
Parry
applies only to dice rolled for an attack, not to dice rolls for
abilities like Retaliate, or spillover damage like Overkill.
Retaliate
is "dice of damage"; it is not an attack and is therefore
not subject to Parry, as Parry's ability text addresses the dice
rolls of attacking units. You'll note that the additional clarification
regarding Overkill has been added. While Parry does decrease the
amount of damage done, and thereby the amount of damage available
to Overkill, it does not apply to damage received to the unit with
Overkill if spilled over from damage applied to another unit that
is being attacked, because Overkill damage is considered auto-damage,
not an attack.
Finally
we look at a new clarification that is also being added to Critical
Hit:
You
or the controller of the attacking unit may apply reroll effects
to attempt to affect the number of natural 1's.
This
regards a frequently asked question about whether you can reroll
the attack dice to alter the chance of getting a Parry or a Critical
Hit. This should reduce the frequency with which this question is
asked.
The
thought behind this definition of Parry that I explained in full
here is that your unit is exploiting a weakness in your opponent's
attack through that unit's own attack. The damage is prevented from
hitting your unit full force. It is not just a skill for Jedi, Force
sensitives, or units helped by the Force. It is a skill of trained
warriors in general, from Jedi to field commandos, from Yoda to
clone field commandos.
All-in-all
this ability should prove a great asset to game play and make for
decent prevention. Stay alert as we release two more articles in
this series, regarding Rulebook entries.
Thoughts
or comments? Visit the message board thread for this article here.
About
the Author
C.
J. has been a player of the game since 2003 and is currently the
Text Finalization Leader of the IDC Rules Sub-committee. He has
written seven articles for Rebelbasers.com and is the SWTCG Hope
of the Jedi tournament coordinator and founder of the Free-League.
C. J. Williams has been a member of both the Wizards and Rebelbasers
forums since January of 2004, posting under the name Corjay.
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