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:
When this unit attacks...
As defined, "this unit attacks" occurs once a defending
unit is selected and the attacking unit taps.
...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.
If you do...
Necessary for the preceding "you may" part. Otherwise
(as defined) you do what the ability states sentence by sentence.
...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.
...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.
(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!
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