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.