Developing a New TCG Ability
by Brian Weeks

When the Battle of Endor expansion was in development, lengthy discussions were made regarding which (if any) new abilities should be included in the set. The final decision was two-fold. First, we would use the expansion to revisit all past abilities developed by WOTC that have been neglected in their later sets. Second, we would test out a new ability, but not give it a static ability name. Instead, we would use a text-only ability. This article is about that ability.

"When this unit attacks, you may choose a unit that this unit can attack. If you do, that unit is also a defending unit for this attack, and this unit's attack dice are split and rolled separately (before damage prevention) between the defending units."

This ability was used on two different cards for the Battle of Endor expansion: the Executor (C) and Princess Leia (M). While there are many players who undertand the ability, many more don't and therefore don't utilize this interesting (and advantageous) ability. In order to understand exactly how it works (and how you can use it), I will discuss how it was intended to originally work and then how it is supposed to work. Though I'm not in the Rules Committee, I will try to present this information in as clear of an explanation as I can.

Both units (Executor (C) and Leia (M)) were in development simultaneously, but I will use Princess Leia (M)'s development as the example under discussion.

   
   
   
   

Initially, there were several different variations of this ability in development. The intent of the Card Development committee's new ability was to give a unit the opportunity to attack two units for one attack turn. The wording in development varied with each suggestion. So let's take a look at three of the variations and see what works, what doesn't and why.

"Whenever Leia attacks, choose any number of her attack dice. Roll that many attack dice against the defending unit for this attack. When the attack ends, you may choose another unit in the Character arena. If you do, Leia does X dice of damage to that unit, where X is equal to the number of Leia's unrolled attack dice."

With this first variation, Rules is trying to develop the ability into CD's intent. Unduli had this to say about this version.
"For Leia's "dual attack," we chose to use "dice of damage" as there are too many issues to overcome by her rolling "two sets of attack dice." To do so, we'd have to make her able to attack twice (including untap text), then force her to attack another unit with the remaining dice of power, then make it to where this ability doesn't trigger again this turn. If anything, this would be easiest to translate into Overkill, but we understand what CD is trying to emulate."
So Rules was trying to find a solution resolving the definition of "attack" or "dice of damage". Let's look at the second variation.

"Whenever Leia attacks, select any number of her attack dice. Roll that many dice against the defending unit as if it were a normal attack. When that attack ends, you may roll the remaining number of Leia's attack dice against another one of your opponent's units that Leia can attack."

With this second variation, the intent is there (a second attack), but the exact wording is still not complying with Rules definitions for playing the game. Rules was having issues with the "trigger" for the ability, the use of "attack dice" wording and when the second half of the sentence takes effect. Now have a look at the third version and Rules' re-wording.

"Whenever Leia's attack dice would be rolled and you have no attack dice set aside for her, set aside any number of those dice for Leia. Roll the remaining attack dice instead. When the attack ends, untap Leia. The next time Leia attacks this turn and her attack dice would be rolled, roll Leia's set aside attack dice instead."

Here is CD suggested third version per a discussion by Grand Moff Nicodemus Fett.
"First, we select a proper trigger point as well as a "switch" to determine if it's the first attack using the ability or the second. This allows the unit to untap after the second attack using [a second attack], and use the [second attack] ability again. We also stated "set aside attack dice for this unit" because multiple units could potentially have "set aside attack dice" if they have the same speed and are in the same arena. While contained in the same sentence of the effect, it dictates that the next attack must use the set aside attack dice. The "this turn" part doesn't leave any "set aside attack dice" dangling if the player chooses not to attack a second time this turn. All effects end at the end of turn unless they specifically state they don't, but it's nice to make the clarification. We have another version that makes it optional to use the ability, but it is considerably wordier.
"

   
   
   
   

So, all three versions, while slightly different, provide the same intent, to give a unit a second attack on a different defending unit. These three abilities were finally retooled by RedneckJedi (BOE Rules Sub-committee Chairperson) to provide the ability as CD intended. In his own words:

  1. When this unit attacks...
    As defined, "this unit attacks" occurs once a defending unit is selected and the attacking unit taps.
  2. ...you may choose a unit that this unit can attack.
    This wording was necessary to get around the use of the word "another," allowing the same unit to be chosen.
  3. If you do...
    Necessary for the preceding "you may" part. Otherwise (as defined) you do what the ability states sentence by sentence.
  4. ...that unit is also a defending unit for this attack...
    Explicitly stated so it is clear there are 2 defending units. This should imply that Intercept, Retaliate, and other "for this attack" abilities can be played in reference to the second defending unit.
  5. ...and the number of attack dice rolled are split and rolled separately between the defending units.
    This is the biggest part that I'm taking a leap on. It's clear that CD wants 2 separate dice rolls, and those two rolls total the current power of the unit. The leap is that players understand that one set of dice are rolled against one of the defending units, and the other set against the other unit.
  6. (Roll the second attack dice before damage prevention.)
    An unfortunate, but necessary, part to let players know when to roll the second attack dice. I could have just slipped "before damage prevention" into the previous sentence, but that sentence is long already. Here's what it would read like:
    If you do, that unit is also a defending unit for this attack, and the number of attack dice rolled are split and rolled separately before damage prevention between the defending units
   
   
   
   

So this bring us back to the ability as released:

"When this unit attacks, you may choose a unit that this unit can attack. If you do, that unit is also a defending unit for this attack, and this unit's attack dice are split and rolled separately (before damage prevention) between the defending units."

Now that this wording was approved by the Card Development committee and Rules, it was on to Playtesting to make sure it worked and wasn't abusive. Two scenario's came up that needed to be addressed: Captain Lorth Needa (A) and Overkill. RedneckJedi, in his infinite Rules wisdom, answered these issues as such:

The Needa/Executor (C)Scenario

"We have two triggers that "go off" at the same time (when this unit attacks). The question is: Does Needa's effect trigger again when the second defending unit is selected? That means we have to answer a broader question: Does the [second attack] ability create 2 attacks, or is it just one attack?

The IDC Rulebook has a ruling for "When this unit attacks..." In a round about way, it is when a defending unit is declared. The intent of the [second attack] is for it a single unit to make two attacks at once. Therefore, Needa's triggered effect applies to both defending units. If one is not discarded, then he must be discarded.

However, what if the first and second defending unit are one in the same? The order of damage counter placement is left up to the person placing damage counters, since there is only one damage prevention PoP chance. Even though one set of dice is rolled before the other, there is no set method of applying damage after damage prevention from the two separate instances of damage. I therefore submit that if the player of the defending unit applies non-discard damage from either attack first, then that attack ends, and Needa will be discarded, even if the other source of damage creates discardable damage on its own, or in conjunction with the first attack."

The Overkill/Second Attack Scenario

"This one's easy. Since there are two attacks emanating from a single attacker, both die rolls can apply Overkill (hits in excess of each defending unit's remaining health) to another unit in the same arena. This can get interesting, if the attack power of a unit with Overkill and [the second attack] is high, it could potentially take out 4 units in one attack."

   
   
   
   

In conclusion , I hope that I've helped clear up some of the questions regarding these two cards, both in their development and their intent. I also hope that I start to see more of these two cards in tournament play as well. Their ability could help in your goal to win the game. And who knows, this ability may show up in a future set as an actual static ability. Until next time . . . KEEP THE GAME ALIVE!!

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

   
   
About the Author
Brian Weeks (aka Skywlkr) has been playing the Star Wars TCG since its introduction at Celebration 2 in 2002. After playing the demo game and introducing it to RedneckJedi and Darthwalls, Team 'Dude Where's My Card' was created. He competed in three qualifiers, yet the closest he ever ranked was eighth. As a member on Rebelbasers, SWDuelist and a writer for the now defunct Diehard Online, he has tried to promote the game through information and interaction.

He is married, has a three year old son, is an architect, has been the Treasurer and Newsletter Editor for five years for JediOKC (an Oklahoma City based Star Wars Fan Club), was the IDC Card Development Chairperson for Fall of the Republic and is now the IDC Public Affairs Chairperson. Despite all that, he still has time to introduce the game to new players…KEEP THE GAME ALIVE!

   
     
         

 

 
 


© 2006-2007 Website Design and Content: SWTCG: Independent Development Committee™, SWTCG:IDC™
© 2003 Star Wars™ Brand and Images: Lucasfilm Ltd. & ® or TM. Game Design : Wizards of the Coast
All articles and content which are not properties of Lucasfilm or Wizards of the Coast, are properties of the SWTCG: IDC™ and may not be copied or reproduced without permission.

The IDC is a player-elected body representing the Star Wars Trading Card Game community. Neither this website, nor the information contained herein is in any way produced for a profit to the IDC or any of its members. The expansions created by the IDC are not available for sale online nor in any store. The card images are free to download, print and play.