Play or Pass Rules Expanded...Big Time
By
C.J. Williams

Today we give you information regarding a long-awaited expansion of a previously little-defined part of the game, Play or Pass chances. Before that, though, let’s cover a quick overview regarding the entries for the upcoming Annotated Rulebook.

In the Annotated Rulebook, original ROTS Rulebook entries are in black 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. Now on to the Play or Pass expanded rules.

The PoP’s Before Now

In previous Rulebooks, very little attention was given to play or pass (PoP) chances. In fact, only 3 PoP chances were given any recognition: Dice Rolls, Damage Prevention, and Battle Cards and Activated Abilities. The name of the third one has been changed to accommodate convention.

Why were these the only three PoP’s that were granted write-ups? They are the only three PoP’s that “always create chances to play activated abilities and Battle cards.” However, just because they only wrote up three does not mean that they are the only PoP’s.

Previous REF’s introduced us to many more rules regarding play or pass chances. We will be including these in the Annotated Rulebook. But more than that, we will be completing the information on PoP chances in detail. “More rules?” You say. Yes. “Boring”? Maybe. But they are sure to be an excellent source on rules for PoP treatment.

Below, we give these additions a special overview.

Clarifying the Introductory Rules

In the Annotated Rulebook, we have expanded the PoP section immensely. First, we included the REF exceptions to the general rule that activated abilities can only be played once per turn and only if the unit is in an arena. Next, we added our own little rule that should hopefully help players breathe a sigh of relief and clear up many misconceptions of new players and head off experienced players’ attempts to take advantage of noob naivete. The rule reads:

Whenever a Play or Pass chance occurs, you and your opponent must be given an opportunity to play triggered effects, activated abilities, and Battle cards or pass. You can't speed past it in the hopes of keeping your opponent from having the opportunity

This rule is clear-cut and puts an end to the big brothers out there who try to pull a fast one on their little brothers. Now little brother can whip out his Annotated Rulebook and quote this text with smug satisfaction.

Along with the three standard PoP’s, we have also included 5 other generic PoP’s. All 8 PoP’s with their correct names will appear in the Rulebook in the following order as Dice Rolls, Damage Prevention, Disrupt, General, Start, Attack, Unit Discard, and End.

Before we get to the five added PoP’s, let’s discuss what we’ve added to the already listed PoP’s.

Dice Rolls (Also Known as Reroll)

First, we expanded the Dice Roll PoP to express the alterations to more than just attack dice. The roll for build points is also included in the consideration. The rule states:

Any time dice are rolled there is a chance to play Battle cards, abilities, and other effects to alter the die roll. Such effects must be played after the dice are rolled, before damage prevention, unless stated otherwise. Only cards and abilities that specifically affect that particular kind of die roll may be used at that time. For instance, an ability may say "when the roll for build points is made..." This only affects the build roll. Abilities and Battle cards affecting the die roll that say "for this attack," may only be used for attack dice.

Damage Prevention

Next, we gave attention to the Damage Prevention PoP. There, we clarify that triggered prevention occurs first, then deal with any static abilities that prevent damage. We also included an answer to two commonly asked questions: “Can I play this non-prevention ability during the damage prevention PoP?” and “Does damage prevention prevent damage counters?” The answer:

Only abilities that prevent damage may be played during the damage prevention PoP. All prevention abilities contain the word “prevent” and only prevent damage; they do not prevent the placement of damage counters (This can only take place during the discard PoP. See below).

We also clarify a couple more things, one of which is often overlooked:

Damage prevention abilities may only be activated once per instance of damage pending and may not be activated in the build zone.

Yes, the rules made that last change with the ROTS Rulebook. It is not an IDC special. Indeed, you may not activate prevention in the build zone. A bummer? Yes. New? No.

REF information has also been added that covers wasted damage prevention and the order of resolution of effects instigating multiple dice of damage rolls and its prevention which we further clarify and provide an example for ease of understanding.

Disrupt (Battle Cards, Missions, and Activated Abilities)

In the Disrupt portion (previously known simply as “Battle Cards and Activated Abilities), we added REF information about the Dark Side going first with disrupts and having the opportunity to disrupt their own PoP.

Next, information has been included for what constitutes a disrupt effect, and in case the statement in the last paragraph isn’t enough for inquiring minds, we reiterated the rule on disrupting your own cards, saying:

Only cards and abilities that use the word "disrupt" may be used during the disrupt PoP to disrupt certain effects (see below), and only after the cost for the effect has been paid. You may disrupt your own effect.

Now for the new players who might not quite get how or when exactly to disrupt an effect, we included specific language that cuts through the mess, expanding on a REF statement:

A card or activated ability is considered “played” when the cost is paid (With activated abilities and Battle cards, your opponent does everything printed on the left side of the arrow), then you choose to disrupt before the effect can take place (With activated abilities and Battle cards it is anything printed on the Right side of the arrow).

Now we get to the section of PoP’s that previously had fans of the game scratching their heads (and any other irritated regions that might interrupt their thought processes), wondering why the Rulebook didn’t recognize these PoP’s or explain when and what happens during them. While each of the following PoP’s appear to be only briefly defined, they are complete. First, the most commonly used PoP term never even recognized by previous Rulebooks even once, even though the term has been around since the beginning of the game.

The General PoP

Yes, this term was never even implied in previous Rulebooks. Don’t try to think about why, as this could make your head explode, or at the very least cause you to lose control of certain bodily functions. It’s like trying to think about the nothingness beyond the universe. It just is.

The general PoP is neither hard to grasp, nor hard to explain. There are three points in battle at which to consider the General PoP in which Battle cards and activated abilities are normally played:

Before an attack, immediately after an attack is called (See Attack), and after each attack ends there is an opportunity to play activated abilities and Battle cards. Activated abilities and Battle cards are generally meant to be played anytime during, and only during this PoP, unless the effect states otherwise (See the following PoPs for exceptions).

That is the essence of the General PoP. Nothing truly mind-boggling, but curious why this could not be clearly defined before. Again, don’t think about it. Save your aspirin, you’ll need it when you’re done studying the Rulebook.

The “Play only if no unit is attacking” definition has additionally been moved to this PoP.

Start

Instead of listing every start of step PoP (such as start of the build step, start of the Space battle step, etc.), all of the start of step PoP’s have been included under a generic Start PoP. It reads:

At the start of the build step, battle phase, and each arena’s battle step, each player has an opportunity to play activated abilities and battle cards that specify “the start of the build step,” “the start of the Battle phase,” or “the start of the [Character, Ground, or Space] battle step.” First deal with any triggered abilities that apply to the start PoP, then both players have a chance to play activated abilities and Battle cards.

Simple, but necessary for inclusion.

Attack

Though it is a part of the general PoP, there are many effects that specifically address attacks. Believe it or not, more is needed to define this PoP than for the general PoP or any of the other generic PoP’s the IDC Rules Sub-committee has added. Thankfully, most of the work has been done for us. We just moved a couple definitions around.

The PoP starts simply with the IDC definition:

This Play or Pass chance occurs after an attack has been called in the General PoP and a defending unit chosen, but before dice are rolled. Effects such as Intercept and Retaliate must be used during this PoP. Once the attack dice have been rolled, you can't use Intercept or Retaliate.

Below this is the “for this attack” definition, which has been clarified and the following text added:

Such an ability may be played multiple times per turn if the unit is able to be untapped and is strictly associated with the attack PoP in which it is played. It can't be played during the general PoP.

This is followed by the “Play only when this unit would attack” clarified in a REF, and further clarified in the Annotated Rulebook. It says:

When an ability says “Play only when this unit would attack,” You must choose whether to have the unit attack or to play the ability first. You can’t do both. You can’t play the ability while the unit is tapped. As long as the unit is untapped, you can play the ability multiple times per turn, but only once each time the unit would attack (unless stated otherwise), even if the ability’s effect lasts until the turn or battle phase ends. The untapped unit may still attack once the ability has been played.

Unit Discard

Though it may be one of the shortest of the PoP definitions, it is probably the most complex, because we wanted to group all discard effects that affect or are affected by discard to be included:

Any time a unit receives damage that would cause the unit to be discarded, or an effect that causes a card to be automatically discarded, there is an opportunity to play Battle cards and abilities that affect (such as “would be discarded” effects) or are affected by the discard. Cards discarded from your hand or from being face down in the build zone do not trigger effects or allow activated abilities and Battle cards to be used that address units being discarded, as a unit card cannot be a unit until it is in play.

Hopefully, this causes no confusion. It is basically a pause in play at the moment of discard in which you can play Luke’s Vow, or use the ability on Blockade Runner, or use effects such as Aurra Sing (B) and (C)’s triggered abilities.

Finally, we come to the end of the PoP’s literally, and well, literally.

End

Like the start PoP, the end PoP definition has taken several end of step PoP’s and grouped them together. This is the longest amount of text added by the IDC Rules Sub-committee. Well, with no further ado, here is the Rulebook text:

When each battle step ends, and when the Battle phase ends (also known as the end of the turn), there is an opportunity to play effects that must be played "at the end of the [Character, Ground, or Space] battle step," "at the end of battle," "at the end of the Battle phase," “when the Battle phase ends,” or "at the end of the turn". First deal with any triggered abilities that apply to the end PoP at that point and resolve all abilities waiting for resolution (If the Dark Side player and the Light Side player are both waiting for resolution of their effects, the Dark Side player chooses the order), then both players have a chance to play activated abilities and Battle cards. Deal with all abilities that say “at the end of the turn” “when the battle phase ends,” “at the end of the Battle step,” “at the end of battle” all at the end of the turn. You can’t play Battle cards at end of turn, but you can still play activated abilities.

After this, the end turn definition is included. Clearly there’s no exceptional rules additions here, only defining the PoP and when exactly it comes.

PoP Initiators

At the end of the section on PoP’s in the ROTS Rulebook, there was a list of effects that initiate PoP’s. Most of these definitions have been moved to the PoP definitions, as described previously. Only the “Play only [condition]” definition remains. Other effect text definitions remain, but only the one creates or limits PoP chances.

There are many more adjustments in the Annotated Rulebook, but we hope that they clear up misunderstandings that have existed before now. We aim to make it easier for new players to integrate more smoothly into game play, or at least make it easier for more experienced players to explain it to them.

This article has covered the biggest addition to the Annotated Rulebook. We hope you enjoy the fruits of our labor.

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 was the Text Finalization Leader of the IDC Rules Sub-committee during FOTR and SAV. He is currently the Public Affairs Editor. C. J. has written many other articles for the IDC and Rebelbasers.com and has been a member of both the Wizards and Rebelbasers forums since January of 2004, posting under the name Corjay.

   
     
         

 

 
 


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