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Behind the Card - Chewbacca's
Ewok Squad (A)
by
Len Fowler
The Battle
of Endor set provided a number of challenges for the Rules
Sub-Committee. Not the least of which was Chewbacca's Ewok Squad
(A). For this unit card selection by Card Development, our favorite
Wookiee and intrepid little band of Ewoks steal an Imperial Scout
Walker. Though not Piloting the stolen unit itself, Chewbacca's
Ewok Squad, instead, allows any of your Pilots to "steal"
an opponent's Ground unit that it can Pilot until end of turn. This
ability was originally submitted to the Rules Sub-Committee as:
Tap -> Choose
one of your Pilots and one of your opponent's units that your Pilot
can Pilot. Gain control of that unit and put your Pilot on it. If
it is tapped, untap it. When the Ground battle step ends, return
that Pilot to the Character arena tapped.
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The wording seems
all pretty straightforward. The "theft" is accommodated
by taking control of the unit. The effect then allows the Pilot
to move during the battle step, since the ability is played during
battle. If the unit was already tapped, you can untap it in order
to attack with it. Once the Ground battle step end, the Pilot is
returned to the Character arena and tapped (that's only fair, isn't
it?).
Unfortunately, there
were a number of loose ends involved. The first two sentences of
the effect only specified units, but not any particular zone or
arena. This means that the effect would allow you to move a Pilot
from any zone or arena to one of your opponent's units it can Pilot
in any zone or arena. This seemed much too broad, considering what
actually happened in the movie, plus there were a large number of
gameplay considerations to take into account for this. Another problem,
as written, was that the chosen unit might already have a Pilot
on it. Instead of creating an issue within the game for what would
happen if two Pilots under different control attempted to Pilot
the unit, we decided to ensure that it couldn't readily happen.
One might say that "one of your opponent's unit that your Pilot
can Pilot" covers not only the type of unit it can Pilot, but
also multiple Pilot situations. However, Rules tries to remove the
ambiguity from such situations.
Moving along, the
third sentence states "If it is tapped, untap it." This
is also ambiguous in the context of the effect. If what is tapped?
The Pilot or the unit the player gained control of? That needed
to be specified.
In the final sentence
of the effect, the Pilot is returned to the Character arena tapped.
Fair enough. However, we had another ambiguity: What happens to
the unit that was stolen? The Rulebook states that continuous effects
with no given duration last until end of turn. Players could properly
assume that control of the stolen unit returned to its owner when
the battle phase ends. Otherwise, it could be improperly
assumed that the unit was taken control of permanently.
Here's how we fixed
the problems. First, we specified that the Pilot and Ground unit
each be in an arena, specified there not be a preexisting Pilot
on the Ground unit, and that the subtype was proper:
Choose one of
your opponent's units with no Pilot on it in the Ground arena, and
one of your Pilots in the Character arena that can Pilot the chosen
unit's subtype.
Next we fixed the
"If it is tapped
" statement to be specific to the
unit. Finally, we included a statement in the last sentence of the
effect to include returning control of the Ground unit to the player's
opponent when the Ground battle step ends:
When the Ground
battle step ends, return that Pilot to the Character arena tapped,
and your opponent gains control of that unit.
The end result:
Tap -> Choose
one of your opponent's units with no Pilot on it in the Ground arena,
and one of your Pilots in the Character arena that can Pilot the
chosen unit's subtype. Gain control of that unit and move that Pilot
onto it. If the unit is tapped, untap it. When the Ground battle
step ends, return that Pilot to the Character arena tapped, and
your opponent gains control of that unit.
Yay! We're finished
or so we thought. Near the very end of production on Battle of Endor,
we realized there was a loophole in the ability that unraveled a
lot of that ambiguity we were trying to avoid. Return of control
of the "stolen" unit was once again left open to interpretation,
as was the status of the Pilot on it. Since this activated ability
can be played anytime during battle, it could also be played during
the Character battle step IF Chewbacca's Ewok Squad (A) was somehow
untapped after the Ground battle step concluded. The trigger "When
the Ground battle step ends
" wouldn't go off again this
turn, and the player would have control of their opponent's Ground
unit with their own Pilot on it until end of turn. Then we get back
to the players properly interpreting what would happen.
Quickly, Rules offered
a number of fixes to the IDC sub-committees involved. Card Development
and Play-testing would need to evaluate the scope of the changed
effect. Graphical Design would need to evaluate the impact of additional
wording, as the game text box was already full. The first fix was
to ensure the activated ability was only played before the Ground
battle step ends. This could be stated at the very end of the ability
any number of ways:
- Play only during your build step.
- Play only when the Ground battle step starts.
- Play only before the Ground battle step
starts this turn.
Another option, which
became the chosen option, was to change when the Pilot moved back
and unit control was returned. So, we have the final version as
now shown on the card:
Tap -> Choose
one of your opponent's units with no Pilot on it in the Ground arena,
and one of your Pilots in the Character arena that can Pilot the
chosen unit's subtype. Gain control of that unit and move that Pilot
onto it. If the unit is tapped, untap it. When the Character battle
step ends, return that Pilot to the Character arena tapped, and
your opponent gains control of that unit.
As you can see, this
was just one card among the 181 cards in the Battle of Endor set
the Rules Sub-Committee validated against current rules and precedent.
Something that really makes Rules out to be the "bad guy"
within the IDC is how we are sometimes given, short, implicity understood
effect text, and oft times turn it into long, drawn out effect text
to cover all the appropriate bases and eliminate ambiguity. In my
next article, learn about the evolution of Fel's
TIE Interceptor (A)'s unique ability from its "You Make
the Card" winning submission to final incarnation.
Thoughts
or comments? Visit the message board thread for this article here.
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