IDC Rulebook Update - Battle of Endor
by Len Fowler

Ever so quietly, the Star Wars™ TCG Independent Development Committee (IDC) snuck the IDC Rulebook "Battle of Endor Edition" under your very noses! As the "reigning" Chairperson of the IDC's Rules Sub-Committee, I figured this release would be a cakewalk with just some minor image and wording tweaks. How wrong I was!

It was brought to our attention that a number of non-unit cards had effects that we all simply took for granted. Though simple enough to grasp, a base level definition did not exist for effects on Location and Equipment cards. Of primary interest was the Dantooine System card from Rogues and Scoundrels. This Location has an effect similar to a Battle card or a unit's activated ability. No rules existed to explain exactly how it was supposed to work. So, the Rules Sub-Committee took on the mighty task of defining such effects on cards other than unit, Battle and Mission cards… and what a task it was.

 

I had it pretty well stuck in my head that Rules needed to define these types of effects. If effects on units were abilities, then what were effects on non-unit cards other than, well, effects? We decided to stick with the general term "effects" as it was already used throughout the Rulebook. We then considered a few options for defining effects on non-unit cards. Brainstorming came up with "activated effects" (which I found unfavorable and too close to activated abilities), "actions" as any effect on a non-unit card, and "payment effects" (having perused some other card games with similar usage). We finally settled on a simple solution suggested by Corjay: Any card effect using the -> symbol is defined as an "effect with an activation cost." Today, the rules for "when to play activated abilities and Battle cards is simplified to "when to play effects with an activation cost." In the case of Mission cards (see Jedi Master's Meditation), such an effect with an activation cost is to be played during the build step. This change also meant a slight modification to static and triggered abilities. This was reworded to become static and triggered effects.

In essence, all cards with game text therefore have effects. These effects are either static, triggered, or have an activation cost. Effects on unit cards are called abilities. That is to say, abilities are a subset of effects, and are specific to unit cards. While a unit card can have activated abilities, there is no such thing (or definition) as activated effects. This was necessary for the preexisting rules applied to Disrupt. Units still have triggered abilities and static abilities.

This rewording came in handy as the IDC was coming up with some of the groundbreaking Equipment cards in Battle of Endor. Hold-Out Blaster was a big hit, allowing Pilot cards to attack certain other units (and be attacked!) from unique positions within the game. A player can attach Wristcuffs to an opponent's unit (preferably!). Both cards provide an effects that override rules in the Rulebook. For Hold-Out Blaster, all the neat abilities the equipped Pilot can do are all for naught if the Equipment can't grant abilities to it! The first rule this card overrides is the one stating that Equipment must be attached to units. Hold-Out Blaster can be attached to a Pilot while it's piloting unit, even though the Pilot itself is not longer a unit while piloting. The second rule this card overrides is the one where Pilots have no abilities other than their Pilot abilities. To override both of these rules, the Equipment had to provide its own effect, not just effects to a unit or Pilot. For Wristcuffs, a player can't normally attach Equipment to units their opponent controls. The initial effect text of Wristcuffs overrides this rule, allowing the player to do so. The abilities granted by Wristcuffs are worded (as are all card effects) in relation to the controller of the unit. The controller of Wristcuffs controls normal attaching and detaching of the Equipment card, but not the unit abilities granted by it. The opposing player does not control Wristcuffs, but is the one who is affected by, and able to use, the unit abilities granted to the unit.

Coinciding with the IDC Rulebook is the IDC Select Annotated Rulings/Errata/FAQ Document (SARD) with updated answers to questions, rulings and errata for specific cards that are not covered by the IDC Rulebook. The latest entries involve some other "special" cards from the Battle of Endor set, as well as esoteric, but necessary, changes to some previously released Equipment cards. As the IDC looks ahead at future sets, we realized that in the Star Wars Expanded Universe, families began to grow, and first names were reused in memory of past heroes. This meant "familiar" names couldn't be used to identify unique Equipment card names. We can have and Anakin's Lightsaber (A) Equipment card, but would it apply to Anakin Skywalker, or Anakin Solo? So, the decision was made for all Battle of Endor, and future, unique Equipment for particular characters to include their full name, rather than their "familiar" name.

Beyond Battle of Endor, sometime-IDC-member Corjay is working on a complete rewrite of the Rulebook, eliminating the need for the green and blue markups contained throughout the current IDC Rulebook. The result will be a lean rulebook that's easier to read with fewer pages and redundancies as well as a "pocket" rulebook covering only the essentials. We also have a gameplay diagram that I'm looking forward to presenting. We'll be testing it out within the IDC to ensure it's concise and worthwhile before making it public.

As always, I'd like to thank my Rules crew, Jedi Master DJR and Deltaforcels (Corjay, too!), for their valued input. Even the new guys have shown this old dog new tricks. They volunteered their services to the IDC at the beginning of Battle of Endor's development wanting to participate more in Card Development rather than Rules. The need at the time was in Rules whereas Card Development was well staffed. But their enthusiasm for the IDC was greater than their desire to just do Card Development. They really stepped up to the plate and were of great assistance. For Clone Wars Vol. 1, they'll get their chance to do Card Development as well as Rules work when we rework the IDC Charter. We hope that a more collaborative approach will get the most creativity and input from our entire IDC membership throughout the card creation process, be much more "fun" for our members, as well as nip some card and gaming issues early in the process.

Players can discuss the IDC Rulebook, SARD and IDC expansion cards on the IDC Rules Discussion forum on Rebelbasers.com. You may view (click) or download (right-click) the PDF documents using the following links:

Thoughts or comments? Visit the message board thread for this article here.

   
   
About the Author
Len Fowler (RedneckJedi) has been playing the Star Wars TCG since September 2002, thanks to a subtle introduction by fellow player Brian Weeks (Skywlkr). He is a moderator on Rebelbasers, the Star Wars TCG content manager for TheForce.net and Trade Cards On-line. His primary interest and focus has been from the rules aspect, rather than the gaming aspect. Len is married and a father of two. He is a database administrator, and has been the Webmaster and Historian for JediOKC (an Oklahoma City-based Star Wars Fan Club) since June 2001. Len is the Rules Chairperson and a Board member for the IDC since its inception.
   
     
         

 

 
 


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