Edit: I have entirely clipped out the offending statement. Hopefully this will not cause any more confusion! A quick clarification on a poor word choice: I say that a Leader can still attack the "Turn" it is deployed, and the better choice of words is the "Phase" it was deployed. The Epic Action to deploy your leader is the entire action, and the opponent will get to take an action as usual before you are able to Attack with your leader (or do anything else).
I personally feel like these videos are both super helpful and entertaining. Even if you came across some super niche confusing situation, I'd love to hear about it and the explanation of how it should be played/resolved!
So happy I could help! I'll have a new vid coming up next week for Shadows of the Galaxy rules, so if you found this useful, maybe swing back for that!
Fantastic videos! Helped me understand the whole global "unit" situation. And also that Upgrades (Exp, Shields, etc) are removed when the card is removed from "play". Meaning if Waylay puts a card back into the player's deck, all of the Upgrades are removed. Thank you!
I just started to play the game yesterday. Your two videos on the most common rules questions were exactly what I was looking for to sort out any confusion we had when playing the game. Looking forward to seeing more content from you in the future :)
You can use it on an exhausted unit, and it will get all the upgrades. But exhausted units cannot attack, so you will not get that part if you choose an exhausted unit. To perform an attack action, the unit must always be ready unless otherwise noted.
Please explain taking the initiative. When and what are you able to do with it, what it does for you, and how it affects your turn/ action phase, and can it be taken multiple times, as in, can someone just take it back?
Only one player can take the initiative each round - whoever does it first. If you Take the Initiative, you MUST pass all subsequent actions that phase. Because you Took the Initiative, your opponent cannot also take it back that phase but is free to continue taking other actions until they pass. When a player takes the initiative, they move the initiative counter to their side. Whoever has the initiative counter gets to take the first action in the next action phase.
Clarification on attacking with a leader the "turn" it deploys. It can attack in the same Action Phase it was deployed in, but not the same Player turn the Epic Action was used.
Sabine Wren, Explosives Artist card text: While there are at least 3 aspects among other friendly units, this unit can't be attacked. "3 aspects" : text does not say different aspects, so does she gain that ability when other friendly units have 3 aspect icons or 3 different aspects ? and what are the interactions of Strafing Gunship and enemy sentinels on ground/space when it attacks ground ?
This is a common one! It does not use the word "different", but it's not looking for how many units you have nor how many aspect icons you have, it's looking for how many aspects you have among other units. If you have 3 other units and they are all Command, there is only one aspect among your other units. So it only works when 3 or more distinct aspects are representing among your other units!
I have a specific question about two units. 1. The Death Trooper’s ability when played is to do two damage to a “friendly unit”. This can be read as any friendly unit including itself or any friendly unit other than itself and I’m wondering which it means. 2. Kanan Jarus’ ability activates for every Spectre unit in play. Does that include itself? Does that include Hera if she’s an undeployed leader?
1. A "friendly unit" is any unit that is friendly to you, i.e. under your control at the present time. The Death Trooper does indeed see him or herself as a friendly unit and can self-inflict the damage! 2. Kanan does see himself as a Spectre unit in play, just like the Death Trooper sees itself as a friendly unit. Units will use the word "other" if they cannot reference themselves! As for Hera leader, however, Kanan says specifically "Spectre UNIT", and Hera is not a Unit (note the card type in the upper left of the card) until she is deployed and becomes a Leader Unit in the ground arena. So Kanan will not count Hera when she's on her leader side, specifically because he looks for UNITS only!
I have the 2-player starter game. Played two games with my wife and we loved it. I have a question: Admiral Motti allows you to Ready a Villainy Unit when defeated. I had deployed my leader, Darth Vader. Darth Vader's On Attack ability is to deal 2 damage to a unit. I exhausted Darth Vader to attack, and decided to use his ability to deal 2 damage to my Admiral Motti, defeating him. I used his "When Defeated" ability to Ready Darth Vader, then I carried out my in-progress attack with Vader, dealing damage to my opponents base. As my opponent had already Claimed the Initiative, I carried on with my remaining actions and attacked with Darth Vader again, which defeated my opponents base. Is that legal? It seems obvious to me that it would be since the text on Darth Vader's card say to deal 2 damage to a unit, and does not specify that it must be an enemy unit, whereas many cards do specify when a target unit needs to be either an enemy unit or a friendly unit, such as the I Am Your Father event stating "Deal 7 damage to an enemy unit...". Plus thematically, Vader killing Admiral Motti is very on-brand anyway, so I wouldn't be surprised if the developers had this exact card interaction in mind when they designed these two cards.
Yes! That is exactly the intention with Motti there. What you did is perfectly within the rules and an expected discovery as you play out the starters!
One thing that came up for me for cards like Maximum Firepower, if the first imperial attack kills the target unit, the second attack trigger fizzles and you cannot target an additional unit.
That's correct, you will simply do as much as you are able to. But just to make sure, Maximum Firepower doesn't perform any Attacks - your units do not exhaust nor do they have damage dealt back to them when using that card!
Awesome video, very helpful. I was looking for a ruling that happened to me. My opponent played 7 drop Vader and then searched 10 and grabbed peti (the guy that gives 6 drops or higher ambush). He then ambushed me twice with Vader. I felt like because Vader was already in play before Peti came in that ambushing twice wouldn't trigger.
You are correct, but also there's another reason - first, yes, Piett was not in play when "When Played" effects triggered, so he wouldn't be able to grant Ambush to Vader when he is found via Vader's When Played. But, importantly, Ambush does *not* stack in any case! Comp rules entry is below for you! (7.5.5.B): Multiple instances of Ambush do not stack. If a unit gains Ambush multiple times, it may only ready and attack a unit once.
One thing I was wondering is do you have to deal damage with an ability if you’re able to? Like with Vaders action ability for example if your opponent doesn’t have any units but you do, do you have to deal that 1 damage to one of them?
If an ability says "Deal 1 damage to a unit", you *must* do as much of the ability as possible, so it may require you to damage your own unit to use it if the opponent has none available. However, effects that use terms like "may" or "up to" give you options where you can avoid that, so keep an eye out for those!
@@MaindeckGames thanks for the clarification! I’m trying to teach unlimited to my friends and your videos have been a huge help. Keep up the good work man.
Hi Dan! I have a couple rule questions for you, or for whoever can answer them! "Luke Skywalker Jedi Knight" ability is to give -3/-3 to an enemy unit (or -6/-6 if an ally died in the same turn). If I choose to play Luke Jedi Knight and debuff a unit that has 3 or less HP, is that unit instantly defeated? When playing, we assumed it did , but wanted to ask you just in case. Another similar case is when buffing a unit with "Attack Pattern Delta", you can give +3/+3 to a unit for a single phase. If that unit gets hurt down to the point where it would've been defeated if it didn't have the buff, when the phase is over, is it defeated? For example: I give +3/+3 to a 2/3 unit, so it becomes a 5/6. If it receives 5 damage from a source, when the phase is over, does it stay at 2/1? Or is it defeated because it keeps the 5 damage token when returning as a 2/3? Thank you for your videos, they really help to us newcomers!
Yep, the above answers are correct! A unit is defeated any time its HP stat is 0, or any time its Remaining HP (HP stat - Damage on the unit) is 0 or less. Damage stays on units even after temporary buffs leave!
The last scenario made me ask this question which hadn’t come up in the two times I’ve played, but may be appropriate for a future video. Can you heal your base above its starting health?
You cannot. While it's common for players to track damage downward (30, 29, 28...) - remember that technically bases gain physical damage counters when they take damage, and healing X is the process of removing X damage counters from your base. You cannot remove damage counters that aren't there!
Great video. But how does sabotage work on shields? If I understand it correctly, the one with sabotage just goes through the shield/shields and deal damage as to any other unit. Is this how it works, and does this work the same way when either one attacks or does it matter who attacks?
Another way to get around shields (and experience tokens) are by using cards that defeat upgrades. Shields and experience tokens are upgrades. Even the official tokens denote them as such. So power failure would remove ALL the shields from a unit. 😉
My question that I haven't seen anyone talk about is if I want to put say Luke Skywalker leader card in my deck as just a regular card could I play him only with his backside never using the front horizontal side and he be allowed as a normal unit I ask because he has that six cost at the top which you do not pay six resources when you bring him in you simply need to have six resources
You cannot. Due to having a leader side he cannot be put into your maindeck. Additionally they may do double faced cards eventually, but as it is now all cards in your maindeck need a standard SWU card back. You can likely shortcut this answer as "A card with a leader side must be played with the leader side forward and cannot be added to your main/side decks." This was windbaggy, my apologies. I would not be surprised if Dan has a more concise version of this answer for you. Cheers.
That was just fine @elliottsolheid4457! The answer is right - Leader cards can only be Leaders, you cannot play them in your deck! All cards in your main deck must have a SWU card back!
As ever, you're doing the Force's work out here. Here's one: Can I play Attack Pattern Delta if I only have two friendly units in play, even though it instructs me to take actions with three units? I think I can play it, and resolve the first two sentences then ignore the third sentence, but my opponent in a recent game thought I could not play it. (luckily the game did not hinge on it, I would have been beaten either way). I feel like the "Do as much as you can" golden rule in the comprehensive rules doc affirms my opinion, but there might be something else I'm missing.
You are correct - you can play it with only 2 (or even 1 or 0!) units in play, and you would complete as much as you can from the top down. So the first unit, if there is one, will get +3/+3. Another friendly unit, if there is one, will get +2/+2, etc. If you run out at any point, you've completed resolution to the best of your ability. Some games require strict targeting to play cards, but that's not the case here! You simply do as much as you can - and thankfully, this card says Friendly, so it doesn't require you to buff up enemy units to complete its resolution either :)
Hi, how will "Lurking Tie Phantom" interact with the new card " Self-Destruct" (Defeat a friendly unit. If you do, deal 4 damage to a unit.)? Is the Tie immune to this (I guess so) and will the 4 damage be triggered as no unit is actually defeated?
Thanks for a great video. One more from me: I have a unit with two upgrades on it, then an enemy plays a Waylay to it. So i take this unit back to my hand, but the upgrades are lost and go to the discard pile?
With effects like ambush, of there is no enemy unit to target, can you still play your ambush unit and ready it? In the same vein but slightly different, because the wording is different, if you activate leader Palpatine’s action, but your opponent has no units, do you still draw a card?
1. You cannot use Ambush with no enemy unit to attack - as the use of the entire ability is predicated on that. Here's the exact wording: "When Played: If there is an enemy unit that this unit can attack, this unit may ready and attack that enemy unit.” 2. Palpatine can still be used with no enemy units - but if you have a friendly unit in play, you must choose *something* to deal damage to because there is no "may" or option to not deal the damage. If there are *no* units in play after you defeat the unit to pay the cost, *then* you can use the effect and simply draw a card. In all cases, it's just about doing as much of the effect as you are able to.
I have not seen in any video like this, rulebook or any forum, the answer to this question (which probably means it's a very dumb one): During the action phase, can you perform as many actions as possible, and not only ONE ability action, ONE card play and ONE attack and so on? So given you have enough resources and the right cards in your hand/deployed ofc, you could for example play an event card, on your next turn you attack with your deployed and readied Boba Fett unit, then you play Fett's Firespray (the one from 13:12), which readies Boba Fett again, and next round you attack with Boba Fett again, and so on until you're only left with the initiative or pass action.
Yes, you can perform as many actions as possible! If your hand has 3 Medal Ceremonies (a 0 cost event), you can play all 3. If you have 6 units in play, you can attack with each one, etc. Your opponent always gets an opportunity to perform an action between each one, of course, but there is no restriction to how many times you can perform any particular action each phase.
Great video! These are really helping me prep for when my starter set comes in! One question I have, and it may be a little silly, do you ever get cards you commit as resources back?
You don't get them back normally through the game's core mechanics, but some cards can bring them back or discard them - see Lando Calrissian's effect, and the Han Solo leader effects!
Here's a situation that came up in a game: I play Bossk and use Ambush to attack with him. Action passes to my opponent, he attacks my base, then back to me. I play Waylay, targeting my Bossk. (the intent was to return him to my hand and play him again later for a full health Bossk) Does the trigger from Bossk still resolve? Do I resolve the event first and because Bossk is no longer there, his trigger is lost? Is there a "stack" that gets created so that even if Bossk is no longer there you still get the trigger? At the time, the Judge ruled that since the event has to resolve first I wouldn't get the trigger. Later on in the week he came back and let me know that he thinks he may have ruled wrong after consulting a judge group, where they referenced 7.6.8 in the Comprehensive rules stating that the trigger would resolve at the next oppurtunity it could.
Yes, the trigger for Bossk still resolves. 7.6.3 clarifies this as well: "Additionally, the triggered ability must resolve once triggered, even if the card with the ability leaves play before the triggered ability resolves." When we note that line along with when an event is considered "Played" in 6.2.5: "c. If the card is an event, place the event in its owner’s discard pile, then resolve its ability. Resolve as much of its ability as possible and ignore any parts of the ability that cannot resolve. d. The card is considered “played” as soon as it enters play or, in the case of events, the discard pile." We get a picture where it's clear that the event is considered "Played" when it is placed in the discard pile, and before its effects have resolved. Thus Bossk IS in play when his trigger is met, and per 7.6.8 as you mention, his trigger will resolve at the next opportunity, despite him not being in play as 7.6.3 clarifies. In short - Waylay away, and Bossk will still get to deal the damage as he departs!
@@MaindeckGames Awesome! That's good to hear. One of the things I was sorta worried about was that the game would be almost "too simple" in a way, where most of the interactions would all be reduced to like...wholly contained boxes and there wouldn't be interactions like this happening.
I'm pretty sure this isn't the case, but....I recall seeing a video that someone posted where they said your leader counts as an "Aspect Unit", even when they aren't in the Ground Arena (pre-deployment, or after defeat). I don't think this is really the case. Example that was used. "While you control an Aggression Unit, this unit gains xyz".... If I'm running Sabine as my leader, but I've not deployed her, the card in question can't benefit as if I controlled an Aggression Unit, right? My leader only counts as an Aggression Unit once she's been deployed. Am I wrong in my understanding?
Your understanding is correct. Unit refers to the card type, listed in the upper left corner. While your Leader is in the Base Zone (not deployed), it is only a Leader, and not a Unit. Anything that checks for a Unit specifically cannot count your leader until it has deployed and become the Unit type! Usually people get confused because the wording on Fett's Firespray is different, where it just says "If you control Boba Fett or Jango Fett", rather than "...a Boba Fett or Jango Fett UNIT", so Fett's Firespray can see you control them as a Leader. But always remember - if it says UNIT, it has to be the UNIT side to count!
Do upgrades add their aspect to a card as well? Cargo Juggernaut is the reason I’m asking. If Devotion is on a Battlefield Marine is it now a Vigilance unit?
What happens to effects that trigger in the future, when their effect text isn't visible? Example: "Han Solo - Audacious Smuggler: Action []: Put a card from your hand into play as a resource and ready it. At the start of the next action phase, defeat a resource you control." What happens when I put a resource into play, then use his epic action to deploy him as a unit? The effect text that requires me to defeat a resource is gone. Do I still need to do it?
Great question - you do still need to resolve that. That's called a Delayed Effect - an "effect created when a card ability indicates a future timing point or a future condition that may arise and an effect that will happen at that time." Even if the card that created the Delayed Effect leaves play, it will still resolve at the appropriate time (comp rules 7.7.4.C)
Regional Governor - does a specific, accurate, card name need to be used... Or is it like other games with similar cards: describing the card you intended on naming with unequivocal accuracy. For example does someone need to say "Superlaser Blast" or can it be "the 8 cost blue event card that defeats all units"
This is a great question, and the first one where I don't believe we have a completely clear answer in the comp rules. The comp rules suggest that there are other ways to name the card besides saying its name, but neither the comp rules nor tournament regulations indicate a procedure yet for naming a card without saying its name (i.e. uniquely identifying the card using other methods for a judge). Here's what the comp rules says about naming a card: (8.18.1) If an ability instructs a player to “name a card,” that player clearly indicates the name of any card in Star Wars: Unlimited (such as by saying its name out loud), and applies the rest of the ability to any cards with that name in the game. These abilities do not account for subtitles; the player does not need to specify a subtitle when naming a card. For now, in casual games, do whatever you'd like, but in tournaments, if you cannot think of the card name, you should call the judge over and work with them on it. We are still awaiting an official judge program so something like this right now might be resolved differently by different judges. Hopefully in the near future we'll have a precedent set, though!
Thank you, as this was a moment of loose tension in a local tournament and it really depended on how competitive your opponent was being. I tried reaching out to the help email on the website but have had no luck, either.
Hey, I have a question thats been annoying our group lol. So Chewie and Energy conversion lab. Both allow you to play a unit with a certain cost or less. BUT, what if we don’t have the right attribute? For instance, if i wanted to summon Laser Technician (cost 3) but fail to have the imperial (black) attribute… would it not work? Since the penalty would make its cost 5? Or does the ability bypass this because it meets the criteria of “play a unit of cost 3 or less from your hand”. This changes like 3 of our decks so we need to know. Thank you, and amazing breakdown of the rules
I got you! The aspect penalty is a special cost modification that applies during the "Determine cost" step of playing a card. When you use an effect to Play a card, such as Chewie Leader or ECL, and that effect has a restriction on the cost of the card, that is only looking at the printed value of the card (see comp rules: 8.16.5.E). So a Superlaser Tech for Chewie would still be considered cost 3 **for the purpose of being able to choose the card to Play with Chewie**. Then, once you get to the Determine Cost step (comp rules: 6.2.3), you'll add in the Aspect penalty if you don't match the Villainy aspect, and you'll still have to pay the total cost of 5 resources to Play the card with Chewie's ability (JUST to be totally clear - as I mentioned in the first video - these abilities don't reduce or remove the cost to Play unless they say they do!). So the answer is: Yes, you can play off-aspect cards with those effects as long as their *printed* cost matches the requirement. However, you will still have to pay their *modified cost* with the aspect penalty in order to complete the action!
@@MaindeckGames Hello again, another question from my group. Han Solo and his ability. At the beginning of the regroup phase it says “you must defeat a resource”. This is going to sound silly, but if the resource defeated was lets say Yoda. Does that trigger his on defeated clause to draw a card? Im sure theres a rule against it because it was a resource but we are curious. Thanks again
That's not a silly question at all! A resource in play is blank and has no abilities (comp rules 1.7.8), so it has no On Defeat to trigger when it is defeated. Even though you see the ability when the card is placed in the discard pile, it needs to have the ability WHEN it is defeated (7.6.14.A), and since it had no abilities when it was defeated as a resource, it will not get any When Defeated effect printed on the card.
You do control your Leader - but you do not control a "Leader Unit" while it is horizontal, so it does not count towards Coordinate or other effects that ask for a "Unit". That's the key word, so keep an eye out for it!
Can you explain when the unit is taken and the on defeat trigger goes through? It doesn't check its position in the control zone vs checking the zone it is ending up on?
When Defeated abilities use Last Known Information to determine things like their Controller and relevant stats (Comp Rules 8.12.1). When Defeated abilities will thus resolve for their Last Known Information of their Controller as they were defeated, immediately after defeat (Comp Rules 7.6.14.B) at the next available opportunity (Comp Rules 7.6.7). So if you control the opponent's Superlaser Technician and it is defeated under your control, it is your choice to play it as a resource in your resource zone if you wish. If you choose not to, it will go to the opponent's (owner's) discard pile.
Can you please clarify Lando for me? My interpretation of his wording makes him really good, others’ interpretation make him the opposite. “When Played: Return up to two friendly resources to their owners’ hands” I have been told because “friendly” refers to you, these are two of your resources. My interpretation is this wording is made clear for Twin Suns or sneaky situations. “ owners’ ” and “hands” are plural, so you could EITHER return two to to one player, two to yourself and defending, or in Twin Suns split the two amongst defending players. This would essentially save the resource you were supposed to discard due to Hans, whilst at the same time setting the opposing player on the same resource count as yourself. Or put the opposing back two. I really see high potential in Lando especially in the current meta and would love to base a deck around this card specifically. Any feedback would be much appreciated!
Sure thing! In the comprehensive rules, section 1.5.3 - Friendly and Enemy - clarifies this. "a. A card that a player controls is considered “friendly” for that player." Two Friendly resources would be two resources that are controlled by the person resolving that effect. So Lando allows you strictly to return your OWN resources to "their owners' hands". But why does it say "their owners' hands?" Check the section in this video about Changing Control - Superlaser Technician's When Defeated ability is used by the CONTROLLER of the card when it is defeated, so if you take control of a Superlaser Technician through something like Traitorous, and it is defeated, the opponent's Superlaser Technician will go to YOUR resources. Because of situations like this, its possible to have other players' cards in your own resources, so Lando is worded that way to ensure that if you select the Superlaser Technician among your resources to return, it will go back to its owner's hand, rather than try to go to yours. I want to also clarify something else about Han Solo leader - it's not possible to "save the resource" with the way he is worded. Han sets up a Delayed Effect which says "At the start of the next Action Phase, defeat a resource you control." This delayed effect is not linked to the particular resource added to your resource zone at all - it simply says to defeat any resource you control. If Lando returns the resource you placed with Han to your hand, you will still have to fulfill the delayed effect and choose a different resource to defeat. The best thing you can do to get extra value out of Han's resource is to use Millennium Falcon. Falcon allows you to exhaust that extra resource after readying your resources in the regroup phase to pay for its cost to remain in play. Then, at the start of the next action phase, you can defeat that already exhausted resource and thereby get a little extra mileage out of the resource. Let me know if you need any other clarification!
Thank you so much! Very informative, and although confusing at first for myself, it does seem like the TCG has covered all their bases with wording to guarantee some of these weirder interactions have a definitive resolution. I’m still sad about Lando lol
Exactly why I wanted to make these videos! I've yet to have a situation I don't have a definitive answer to, even if sometimes it takes explaining it in different ways to help people grasp the ideas. Happy to help, and equally disappointed in Lando (but hoping next set has a really cool Leader for him, at least)!
Here's another. When I pay less for a card, like with Alliance dispatcher, does that mean I could play a 4 cost card (now paying 3) and give it Sentinal from Chewbacca's ability. ( play a unit that costs 3 or less from your hand. It gains sentinel for this phase)
Alliance Dispatcher reads: Action [Exhaust]: Play a unit from your hand. It costs 1 Resource less. Chewbacca’s Leader ability reads: Action [Exhaust]: Play a unit that costs 3 or less from your hand. It gains Sentinel for this phase. Because both abilities are actions, you can only trigger one of them on your turn. Either play a 3 cost unit from your hand and give it sentinel with Chewbacca, or play a 4 cost unit for 3 resources with Alliance Dispatcher.
@matiasnl okay bendu attacks and you next action you play a card which costs 2 less. How you get the lower resource isn't important. The question is can I give a 5 cost unit sentinel if I reduce the cost to 3 or lower.
Chewie's ability looks for Printed cost - that's before any modifications are added! So the card would have to have a printed cost of 3 or less to play with Chewbacca, then you would calculate the actual cost you have to pay once you are using the action, which would calculate things like Bendu's reduction or Aspect Penalties - and you pay the *final* modified cost to actually play the unit.
Love your videos, if you play an event card that says “if you control a force unit” and you dont have any force units deployed, but your leader is a force unit, does that card do the extra effect because of it?
Thank you so much! Unit is a specific card type - if a card is looking for a ____ Unit, it is looking for you to control a card that meets that criteria and says Unit in the upper left. That means if your Leader is on its horizontal side, where it is just a Leader, it is *not* a Unit and won't match that criteria. However, if your leader is deployed (where it is a Leader Unit) and matches that criteria, then it's good to go! Note that effects like Fett's Firespray are worded differently ("If you control Boba Fett or Jango Fett"), and don't specifically look for a Unit, so those will work with horizontal Leader sides.
So this is a hypothetical but imagine you had a card like asteroid sanctuary but it said first exhaust a unit then give a unit that cost 3 or less a shield. Now this would mean I would have to exhaust a card to get the shield. But what are my options if the opponents units are all already exhausted? Is choosing an already exhausted unit valid to complete the if then statement? Or would I have to exhaust one of my own units to still get the shield token? Sorry for the long message hope that makes sense
With the way Asteroid Sanctuary is worded, the "Exhaust an enemy unit" part of the card does not need to be successfully completed in order to get the Shield - you would complete as much of the card's effect as you are able to. As a part of completing that, you CAN choose to (attempt to) Exhaust an already Exhausted unit (comp rules 1.5.4.F). When you do, nothing additional happens (it does not change orientation). So with your hypothetical card that doesn't say "*Enemy* unit", you only need to exhaust your own unit if the opponent controls zero units. But if you had an exhausted unit to choose, that would be a valid choice!
You've mentioned that "Regional Governor" is allowed to stop your Leader to be played (since the Leade gets deployed that doesnt do anything towards my leader, I got that, thank you!) but how specific to I have to name the Card with the Regional Governor? For example, I could technically have two Luke Skywalkers on my field, one Leader and one Legendary Card Luke since their (let's say) "title" differs from each other. Now do I have to call "Luke Skywalker" with that specific title or is "Luke Skywalker" enough?
That's a great question - I should have mentioned that! When naming with Regional Governor, you only have to name the *Card Name*, not the Subtitle. If you name "Luke Skywalker", it actually would prevent your opponent from playing ALL cards named Luke Skywalker - which isn't relevant now, but will be in future sets! So the card actually gets stronger over time!
Hey, here's another one that came up last night while I was playing Boba for the first time. Leader Boba's ability: "When this unit completes an attack: If an enemy unit left play this phase, ready up to 2 resources." Does this require a unit to already have left play before Boba's attack, or does it trigger if a unit leaves play as a result of Boba's attack (i.e., if Boba defeated the unit he attacked)? My opponent and I both thought it would probably trigger in that case, but we did some quick googling and couldn't confirm this. Any help is appreciated!
"When this unit completes an attack" happens after the damage step (requiring that the attacking unit survives as well). As such, if a unit is defeated during the attack, it will meet the condition to be able to ready the resources when the effect triggers!
Ok another boba question. How does traitorous interact with Boba’s ability? Is a unit under my opponent’s control via traitorous considered to be an enemy unit?
Yep! (1.5.3.B): A card that a player’s opponent controls is considered “enemy” for that player. As long as they controlled it when it was defeated, it was an enemy unit and will trigger Boba!
@MaindeckGames Let's say you spend resources on rallying cry and then subsequently deploy your leader on the next action, is it for the units in play upon that action or every unit you own for the phase?
Only units that were in play when the event was played. 7.7.3.D in the comp rules actually uses Rallying Cry as an example! (7.7.3.D): By default, a lasting effect only applies to a card that’s in play at the time of the lasting effect’s creation. For a lasting effect to affect a card in an out-of-play zone, the ability that created that effect must explicitly state so. For example, Rallying Cry (SOR #154) gives each friendly unit Raid 2 for the phase. Only friendly units that were in play when Rallying Cry was played get Raid 2 for the phase; any units that enter play after this time do not get Raid 2.
Sure! When you play OB, you choose a unit you control and give it a temporarily +2/+2 for the turn. The unit can be ready or exhausted, it doesn't matter. Then, with that +2/+2 in mind, you figure out what its total power is. For example, if it's on a Cell Block Guard with no other upgrades or effects, it would be a 3/3 with +2/+2, so it would have 5 power. Then, you take that amount of power, and divide it as damage among any number of units in play, in either arena. So you could have 2 damage go to a Specforce Soldier in the same arena, 1 damage go to Red Three with a Shield in the space arena, and 2 go towards your opponent's deployed Luke leader. The Specforce would be defeated, the Red Three would lose its shield (it would have done nothing more than lose the shield even if you directed all 5 damage at it, because the Shield absorbs an entire instance of damage on a particular unit, no matter how much), and the Luke would get 2 damage counters. Now, you have a 5/5 Cell Block Guard still in play. Note that OB doesn't cause anything to attack, it simply dealt a bunch of damage, so the Cell Block Guard, if it was ready, is still ready and can be used to attack in a future action that phase. Let's say your opponent Takes the Initiative, and you take your next attack to attack Luke with the Cell Block Guard, still a 5/5 from OB. Luke would take 5 more damage, making 7 from the damage OB dealt earlier, defeating him. Cell Block Guard would take 4 damage back, but since he's currently a 5/5, that doesn't defeat him. Your opponent is forced to pass again (due to taking the initiative), and you Pass as well. At the end of the phase, the +2/+2 from OB wears off, and you have a 3/3 Cell Block Guard who still has 4 damage counters on him, meaning he becomes defeated now. Hopefully that was thorough enough but let me know if you have more questions!
What happens if you defeat a resource with an on On Defeat? (aka Leader Han + a resourced K-2S0). I would think that it does activate and resolve, but just for clarification since it's also a bit of a rare case at this moment in the game
@@MaindeckGames thanks! also definitely makes sense the more I think about it because one SL Technician would essentially stop the negative part of leader Han's ability lol
So I just want a clarification. I saw somewhere if I use Rebel Assault and have 2 units that have on attack. For example Sabine Wren (Leader) and Kanaan. The person said that you would perform the attacks then trigger the On attack effects. After the attacks happen because of the order is this correct? So I play rebel assault. I choose Sabine first she attacks. Then I choose Kannaan, he attacks then the attack triggers happen… This to me didn’t sound correct. I thought it would go like this: I play rebel assault… I choose to attack with Sabine. Her on attack triggers, then I deal damage. I then choose Kanaan, his attack trigger goes then he attacks…
Hey, this is a wonderful question because I don't go into Nested Actions at all in this video, which is one of the more complicated parts of the rules. Your intuition is correct. Rebel Assault creates what we call a Nested Action - an Action that is created as the result of the resolution of another action or ability. In this case, Playing Rebel Assault created two Nested Actions - the Attack from each unit. When a Nested Action is created, you pause anything else (the rest of Rebel Assault, for example) and fully resolve the Nested Action as if it were the only Action being performed. I.e. Any On Attack triggers will resolve with normal timing, damage will resolve, etc. Only once the Nested Action is completed do you return to the rest of the Action or Ability that created it (in this case, Rebel Assault) and continue resolve it (in this case, moving on to the second Attack which creates a second Nested Action). So in your example, you would fully resolve the attack with Sabine - including her On Attack triggers, and any other triggers created as the result of the attack (e.g. On Defeat, etc) - then you would move on to Kanan, and fully resolve his attack including triggers. The full comp rules reference is at 7.6.12, Nested Abilities and Nested Actions. Hope that helps!
Amazing video! Thank you very much for putting it together. I have one question related to shields. Let's say my opponent has 3 units, each has a shield and I play Emperor Palpatine unit that allows me to divide 6 damage among enemy units when played. Can I destroy three shields for all three units or is the distribution ability unusable in this case as the first shied absorb all the damage? Thank you in advance for replying
You would distribute the damage as you choose, and then any assigned damage to a unit with a shield would instead defeat the shield. So you can defeat all 3 shields, and still distribute 3 more damage elsewhere (I would suggest just assigning 1 damage to each, but it's up to you!), but there's no way to further damage the shielded units with that use of the ability.
@@MrDukecz Yes, the emperor doesn't specify an arena so any unit is a valid choice! A damage dealing ability will ALWAYS specify if there are restrictions to what it can target!
@MaindeckGames thank you! Does the same apply to events? For example, if I play Maximum Firepower, can one ground imperial unit damage enemy ground unit and then my other imperial space unit attack the same enemy unit even though it's not in the same arena?
Sorry for the late question! I have a specific question (and sorry if it's a repeat) My wife played the Emperor Palpatine card and with the 'when played' ability attempted to spread the damage to both ground and space units. I noted this wasn't allowed, as it crossed arenas, but is that correct?
Do you have a similar video for Grand Archive? I ask because recentily a friend ask if he can negate me materialize a weapow. I respond "I dont think so, but i cant justify". Later I try fid something in the rules but I dont find any especific rule. I understand materialize is nor activate, so can be negated.
I've been considering doing some for other games after this! There are currently no effects that can negate a Materialization - I assume you are looking at effects like Frostbind! But if your opponent uses an effect to activate a card from the Material deck - like Activating Scepter of Lumina using its printed effect - that would be able to be Frostbound! Materialize and Activate are different terms, so anything that prevents one does not affect the other.
Thanks man. I though you can’t bring the leader if he uses his action ability and is therefore exhausted in the same action phase. However one question: if you use the card overwhelming crossfire (sorry I’m playing on German language so not sure of the name of the card is accurate) you give an friendly unit +2/+2. after that it’s gonna damage an opponent on several units in your choice. So the question is: this unit can damage also if the card is exhausted right? Because it’s just damage and not attacking damage. Right?
@@MaindeckGames if you don’t mind I’ve got another question. Sentinal also doesn’t prevent from damage that a card have. For example this Vader you can hit 2 damage at the attack. You can give this kind of damage to every unit even a sentinal is in play. Of course the attack (damage) of course have be on the sentinel first. Also correct?
Correct, Sentinel only forces Attacks (from units in the same arena) to direct to the Sentinel. It has no impact on card effects unless those effects create Attacks.
@@MaindeckGames awesome! Thank you so much for your quick answers. That’s super helpful. And I know: ok I actually will get an answer. That’s not on every channel. So keep it up. You’ve got a new subscriber 😉 I’ve to check what videos you’ve got out already but an idea would be deck building tips and tricks.
I absolutely did, that was my bad! I noticed it in editing as well, but I figured the idea would come across fine still. When covering so many games, the terms mix up in my head a little bit!
hi, i have a question on unique attachments es. luke's sword. If an unique weapon is in play can i play another copy of the same card to use the weapon "when played" ability?
You sure can, just like Units, when you play a second copy of a Unique Upgrade, all When Played effects will trigger, and before they resolve, you'll immediately defeat one of them, then resolve those lingering effects.
The first Traitorous will remain attached. It has no constant ability affecting the unit - it just makes the unit change control when it is played or leaves play! If the first Traitorous happens to be removed from the unit while its owner currently controls it from the second Traitorous, it will "go back to its owner" - but it's already there - so nothing will happen!
Just stated playing and we got a bit confused with Leia’s unit card (not the leader but the unit card that came with the starter deck) what is the advantage or point of “exhausting a unit” ? Or does this mean exhaust/ therefore attack or use a unit
It doesn't say "friendly", so the ability can hit enemy units. You would choose to exhaust your opponent's unit so that it cannot attack you that phase. Only ready (unexhausted) units can attack. Hope that helps!
No problem! If it doesn't say "enemy" or "friendly", it can target either! So she can exhaust a friendly unit if you want to - not USUALLY a good thing to do, but there could be a weird situation where that would matter, or it might become useful in a future set!
Maybe this gets answered in the video but i'll forget to watch out for it if i dont write it down. And this place seems better than a poece od paper When i control a general veers, boosting my imperial units by +1 and one of those units takes damage, what happens when veers leaves the board? My unit with 4 base health took 1 damage but was also boosted up to 5 health at that point by veers. Is the boost subtracted and it goes down to 3 health or does it just stay at 4, as if nothing ever happend just like temporary hit points in dnd? Cause i get that shields and experience tokens would stay in play, but this is specifically a passive that leaves the field with him
When a passive effect leaves play, it doesn't take any damage with it. The damage will stay on the unit, and if that damage is now lethal to the unit, it will be defeated. I've seen this question asked and honestly could never quite figure out where it came from - but the "temporary HP" thing makes it make sense to me now! So thank you for using that analogy - but nope, it's not like Temporary HP!
No, Maximum Firepower is not an Attack. Only cards that create Attack Actions create Attacks, and only Attacks cause Defenders to deal damage back. Effects that simply deal damage do exclusively what they say - deal damage to the chosen unit(s), with no damage dealt in exchange, and no exhausting required.
How does takedown work? Does the opponents card need to be damaged or can it simply take out a card of cost 5 or less without it being damaged, its a question that came up last game
Takedown can target units that haven't taken damage as well. "Remaining HP" simply means HP minus any damage counters - if the unit has 5 HP or less and no damage counters, its remaining HP will simply be whatever its HP value is and it will be a valid target for Takedown!
I misspoke there, please see the pinned comment! I meant to say "phase", not "turn". Deploying your leader is indeed an Action and your opponent will get to take one before you can attack!
Ambush is a triggered ability when played. It will happen any time a card with ambush is played, and it happens immediately (without costing an additional action).
Strafing Gunship is a fun one! The key is the wording of Sentinel: "Units in this arena can’t attack your non-Sentinel units or your base." Sentinels in the Ground Arena are not in *the same Arena* as Strafing Gunship, so Strafing Gunship is still free to target whatever it wants as long as there is no Sentinel in Space with it!
It does not - Sneak Attack modifies how the Play action works by making the unit enter Ready. So this isn't a trigger, but rather a condition of the Play action. It will be played ready, and then if you choose to use the ambush, it will ambush something and end up exhausted. IF Sneak Attack said "It gains 'When played: Ready this unit'", THEN it would be a simultaneous trigger where you could choose the order it resolves in.
Wouldn't Energy conversion lab into Fetts firespray create a nested action and as stated in the comprehensive rules, nested actions must be completed first.?? 7.6.11. While resolving one triggered ability, if new abilities are triggered, the new abilities-also known as a “nested abilities”-must be resolved before any other abilities triggered at the same time as the first ability. 7.6.12. Nested Abilities and Nested Actions A. A nested ability occurs when resolving one triggered ability causes a new ability to trigger; this new ability is a “nested ability.” B. A nested action occurs when the resolution of an ability causes the player to take a specific type of action (e.g. “Play a Card” or “Attack With a Unit”); this is a “nested action.” A nested action is resolved as though the controlling player took the corresponding action, and it must be performed as completely as possible. C. Any abilities triggered before a nested ability or nested action is triggered must be put on hold until the nested ability or nested action resolves.
No, because those abilities aren't created *while* the other is resolving. Both abilities trigger on the same event, so the player gets to resolve in the order of their choice - only then will either of them start to resolve (and any effects that trigger DURING the resolution of one of them - e.g. On Attack, When Defeated, etc - will become nested and resolve immediately). 7.5.5.D: The Ambush keyword resolves during the same window as any “When Played” abilities on the unit. 7.6.9: If a player must resolve multiple triggered abilities on cards they control at the same time, that player chooses the order in which to resolve those abilities.
One more if you may. If you ECL'd Fleet Lieutenant which has 'when played' you may attack with another unit, give it +2/+0. Can you choose the order those units attack or is that a nested action and the unit you target with fleet lieutenant would have to go first?
The Fleet Lieutenant would have two "When Played" abilities, and as the controller, you choose the order in which they resolve. Once either of them begins resolving, the Attack it creates becomes a Nested Action, putting the OTHER "when played" ability on hold until the attack sequence has resolved. Once it has finished, you would go back and resolve the other "When Played".
Whoever has the initiative takes the first action in a round. Once per round, one player may use the action Take the Initiative - they now have the Initiative (or still have it) and you use an Initiative Token to mark who has it. Only one player may do that each round, and whoever does must pass all future actions (and it counts as Passing as well).
What if Player A plays Superlaser Blast and Player B has Iden. Can player A as the active player say You go first to player B, would Iden then only get to 'see' her own defeat plus any other characters Player B controls, and not any of Player A's?
Glad you got it now! It can be confusing, but it's not about who TRIGGERS first - because all the triggers are already there! It's just about who RESOLVES their triggers first! Think of the triggers as floating around in a little pool, waiting to be picked to go next!
You can attack with all of your ready units each phase, but each attack is a single action, so your opponent will get to take actions in between each unit attacking.
Sure! One player will start the game with the Initiative marker (usually chosen randomly, or chosen by the losing player in game 2 or 3 of a 3 game match). Each round of the game, one player may choose to use one of their actions to Take the Initiative. Only one player can do it each round. To do it, you simply say "I'll take the Initiative." The player that Takes the Initiative moves the Initiative marker to their side, then they must pass all of their future actions that round. In the next round of the game, they will get to start with the first action.
@@MaindeckGames so let’s say I start the with the initiative. I set up my cards and then end my turn. The opponent then goes and they do their set up. But d they now get to choose whether they want the initiative next round?
Thank you for these videos. I am playing this game with my kids and having a blast. And have a simple yet confusing question that I need to be sure of. I assume during your turn to place down and summon cards. You can do as many as your resource pool allows, right?
I'm glad you're having a great time, thanks for the comment! Based on the wording of your question, I just want to double check that you are playing things correctly - Each round, players will take turns taking a *single* action. One of those actions that you might choose to take when it's your turn is to play a *single* card by exhausting resources to pay for its cost. Once you play one card (or take any other action), your opponent has a chance to take an action, then you do again, etc. You always go back and forth doing this until both players pass, and you move to the Regroup phase! So the answer to your question is yes and no - when it's your turn to take an action during the action phase, it's just a *single* action. But during a round, you can play as many cards as you can afford to play - just one action at a time, with your opponent getting to take actions in between!
Summoning Sickness is not a rule in SWU. However, units normally enter play exhausted. Exhausted units cannot attack, but some effects can allow a newly played unit to attack in different ways, like Ambush or Frontline Shuttle.
I blame video games and digital cards games for the widespread lack of reading comprehension, critical thinking, and learned helplessness in so many people when it comes to analog gaming these days. People now are just so used to a computer doing all the work for them figuring out how the pieces and the rules interact in a game and just playing out the result, when people have to actually read the cards and read the rules to play a game, they just throw their hands up and spam reddit or TH-cam comments. Always be patient and helpful with new players, it's just a little frustrating that more players don't just stop for a second to think and read the cards and rules to figure stuff out on their own.
Within 1.5 hours of me there are 3 cities of 150k plus population . There are 19 game stores & NONE of them have over 4-6 players of SWU . Two local game shops don’t even carry SWU , because of lack of interest. Now there is a shortage of SWU cards for those who want it ??? SWU is being pumped online by fans/paid cheerleaders. SWU will be abandoned in 18-24 months . Might be fun , cool & different but FF is the worst game company. Save your money & stick with MTG . F&B is a way better game than MTG & it’s on life support.
Just got back from my 16 player locals, the 3rd locals this week. It's popping off all over the place. Sorry you aren't experiencing that but there's no need to try to dunk on others' fun. Also, FAB on life support? You're trolling bud!
Edit: I have entirely clipped out the offending statement. Hopefully this will not cause any more confusion!
A quick clarification on a poor word choice: I say that a Leader can still attack the "Turn" it is deployed, and the better choice of words is the "Phase" it was deployed. The Epic Action to deploy your leader is the entire action, and the opponent will get to take an action as usual before you are able to Attack with your leader (or do anything else).
I was just about to ask my buddies about that lol
@@acedobleacewouldnt say so
@MaindeckGames after the Leader is defeated is he tapped the rest of the game
Even though I have a solid grasp on the rules, I love watching your Star Wars vids, so I come here to hear the nice Maindeck man speak
That's so kind of you, thank you so much! I hope to do some content that you might not know in the future! XD
These videos are the best thing that can happen to a new and developing card game
I personally feel like these videos are both super helpful and entertaining. Even if you came across some super niche confusing situation, I'd love to hear about it and the explanation of how it should be played/resolved!
Thank you so much! I really enjoy helping people out with them and I greatly appreciate you taking the time to leave such kind words!
I don't know who you are, or where you came from on my algorithm....but thank YOU SO MUCH! This has answered 2 unknown questions I had :)
So happy I could help! I'll have a new vid coming up next week for Shadows of the Galaxy rules, so if you found this useful, maybe swing back for that!
Fantastic videos! Helped me understand the whole global "unit" situation. And also that Upgrades (Exp, Shields, etc) are removed when the card is removed from "play". Meaning if Waylay puts a card back into the player's deck, all of the Upgrades are removed. Thank you!
I just started to play the game yesterday. Your two videos on the most common rules questions were exactly what I was looking for to sort out any confusion we had when playing the game. Looking forward to seeing more content from you in the future :)
So many questions answered, keep these videos coming!! 😂👍🏻
“ the force is with me” gives two upgrades in a shield and allows you to attack with that unit. Can that unit be exhausted?
You can use it on an exhausted unit, and it will get all the upgrades. But exhausted units cannot attack, so you will not get that part if you choose an exhausted unit.
To perform an attack action, the unit must always be ready unless otherwise noted.
Please explain taking the initiative. When and what are you able to do with it, what it does for you, and how it affects your turn/ action phase, and can it be taken multiple times, as in, can someone just take it back?
Only one player can take the initiative each round - whoever does it first. If you Take the Initiative, you MUST pass all subsequent actions that phase. Because you Took the Initiative, your opponent cannot also take it back that phase but is free to continue taking other actions until they pass. When a player takes the initiative, they move the initiative counter to their side. Whoever has the initiative counter gets to take the first action in the next action phase.
Thank you very much! Crystal clear!
Clarification on attacking with a leader the "turn" it deploys. It can attack in the same Action Phase it was deployed in, but not the same Player turn the Epic Action was used.
Thanks for offering that, yes, "Turn" was a poor word choice there, "Phase" would have been more correct!
Sabine Wren, Explosives Artist
card text: While there are at least 3 aspects among other friendly units, this unit can't be attacked.
"3 aspects" : text does not say different aspects, so does she gain that ability when other friendly units have 3 aspect icons or 3 different aspects ?
and what are the interactions of Strafing Gunship and enemy sentinels on ground/space when it attacks ground ?
This is a common one! It does not use the word "different", but it's not looking for how many units you have nor how many aspect icons you have, it's looking for how many aspects you have among other units. If you have 3 other units and they are all Command, there is only one aspect among your other units. So it only works when 3 or more distinct aspects are representing among your other units!
Such polished content seems almost criminal you don't have more subscribers. New to star wars unlimited your videos have been a big help
After playing it I will probably have more questions. So far so good
Dan, you gotta bring us some webcam games with rules chat! These videos are mega helpful.
Interesting idea! So you are thinking some gameplay where we talk through deeper rules interactions - am I understanding that right?
@@MaindeckGames yep, exactly!
I have a specific question about two units.
1. The Death Trooper’s ability when played is to do two damage to a “friendly unit”. This can be read as any friendly unit including itself or any friendly unit other than itself and I’m wondering which it means.
2. Kanan Jarus’ ability activates for every Spectre unit in play. Does that include itself? Does that include Hera if she’s an undeployed leader?
1. A "friendly unit" is any unit that is friendly to you, i.e. under your control at the present time. The Death Trooper does indeed see him or herself as a friendly unit and can self-inflict the damage!
2. Kanan does see himself as a Spectre unit in play, just like the Death Trooper sees itself as a friendly unit. Units will use the word "other" if they cannot reference themselves! As for Hera leader, however, Kanan says specifically "Spectre UNIT", and Hera is not a Unit (note the card type in the upper left of the card) until she is deployed and becomes a Leader Unit in the ground arena. So Kanan will not count Hera when she's on her leader side, specifically because he looks for UNITS only!
I have the 2-player starter game. Played two games with my wife and we loved it. I have a question: Admiral Motti allows you to Ready a Villainy Unit when defeated. I had deployed my leader, Darth Vader. Darth Vader's On Attack ability is to deal 2 damage to a unit. I exhausted Darth Vader to attack, and decided to use his ability to deal 2 damage to my Admiral Motti, defeating him. I used his "When Defeated" ability to Ready Darth Vader, then I carried out my in-progress attack with Vader, dealing damage to my opponents base. As my opponent had already Claimed the Initiative, I carried on with my remaining actions and attacked with Darth Vader again, which defeated my opponents base.
Is that legal? It seems obvious to me that it would be since the text on Darth Vader's card say to deal 2 damage to a unit, and does not specify that it must be an enemy unit, whereas many cards do specify when a target unit needs to be either an enemy unit or a friendly unit, such as the I Am Your Father event stating "Deal 7 damage to an enemy unit...". Plus thematically, Vader killing Admiral Motti is very on-brand anyway, so I wouldn't be surprised if the developers had this exact card interaction in mind when they designed these two cards.
Yes! That is exactly the intention with Motti there. What you did is perfectly within the rules and an expected discovery as you play out the starters!
Well done young padawan! Take my thumbs up! 🤗
One thing that came up for me for cards like Maximum Firepower, if the first imperial attack kills the target unit, the second attack trigger fizzles and you cannot target an additional unit.
That's correct, you will simply do as much as you are able to. But just to make sure, Maximum Firepower doesn't perform any Attacks - your units do not exhaust nor do they have damage dealt back to them when using that card!
Thank you so much for these videos. They are truly helpful
Great video Dan! Thanks for doing it for all of us!
Awesome video, very helpful. I was looking for a ruling that happened to me. My opponent played 7 drop Vader and then searched 10 and grabbed peti (the guy that gives 6 drops or higher ambush). He then ambushed me twice with Vader. I felt like because Vader was already in play before Peti came in that ambushing twice wouldn't trigger.
You are correct, but also there's another reason - first, yes, Piett was not in play when "When Played" effects triggered, so he wouldn't be able to grant Ambush to Vader when he is found via Vader's When Played. But, importantly, Ambush does *not* stack in any case! Comp rules entry is below for you!
(7.5.5.B): Multiple instances of Ambush do not stack. If a unit gains Ambush multiple times, it may only ready and attack a unit once.
@@MaindeckGames thank you for responding, I greatly appreciate it.
One thing I was wondering is do you have to deal damage with an ability if you’re able to? Like with Vaders action ability for example if your opponent doesn’t have any units but you do, do you have to deal that 1 damage to one of them?
If an ability says "Deal 1 damage to a unit", you *must* do as much of the ability as possible, so it may require you to damage your own unit to use it if the opponent has none available. However, effects that use terms like "may" or "up to" give you options where you can avoid that, so keep an eye out for those!
@@MaindeckGames thanks for the clarification! I’m trying to teach unlimited to my friends and your videos have been a huge help. Keep up the good work man.
Great video as usual. Very helpful
preparing to judge
He will make it legal
Same
Hi Dan! I have a couple rule questions for you, or for whoever can answer them!
"Luke Skywalker Jedi Knight" ability is to give -3/-3 to an enemy unit (or -6/-6 if an ally died in the same turn). If I choose to play Luke Jedi Knight and debuff a unit that has 3 or less HP, is that unit instantly defeated? When playing, we assumed it did , but wanted to ask you just in case.
Another similar case is when buffing a unit with "Attack Pattern Delta", you can give +3/+3 to a unit for a single phase. If that unit gets hurt down to the point where it would've been defeated if it didn't have the buff, when the phase is over, is it defeated? For example: I give +3/+3 to a 2/3 unit, so it becomes a 5/6. If it receives 5 damage from a source, when the phase is over, does it stay at 2/1? Or is it defeated because it keeps the 5 damage token when returning as a 2/3?
Thank you for your videos, they really help to us newcomers!
1. Yes, the unit is defeated.
2. Yes, the unit is defeated at the end the phase, it is a 2/3 unit now with 5 damage -> dead
Yep, the above answers are correct! A unit is defeated any time its HP stat is 0, or any time its Remaining HP (HP stat - Damage on the unit) is 0 or less. Damage stays on units even after temporary buffs leave!
The last scenario made me ask this question which hadn’t come up in the two times I’ve played, but may be appropriate for a future video. Can you heal your base above its starting health?
You cannot. While it's common for players to track damage downward (30, 29, 28...) - remember that technically bases gain physical damage counters when they take damage, and healing X is the process of removing X damage counters from your base. You cannot remove damage counters that aren't there!
Hey Dan you're SWU content has been on point one quick question.. unit Luke Skywalker does he ignore shields with the -3/-3 -6/-6 ability?
Yes, shields only affect Damage sources, and modification of stats is not damage!
Great video. But how does sabotage work on shields? If I understand it correctly, the one with sabotage just goes through the shield/shields and deal damage as to any other unit. Is this how it works, and does this work the same way when either one attacks or does it matter who attacks?
Another way to get around shields (and experience tokens) are by using cards that defeat upgrades. Shields and experience tokens are upgrades. Even the official tokens denote them as such. So power failure would remove ALL the shields from a unit. 😉
I didn't know that, that's good
My question that I haven't seen anyone talk about is if I want to put say Luke Skywalker leader card in my deck as just a regular card could I play him only with his backside never using the front horizontal side and he be allowed as a normal unit I ask because he has that six cost at the top which you do not pay six resources when you bring him in you simply need to have six resources
You cannot. Due to having a leader side he cannot be put into your maindeck. Additionally they may do double faced cards eventually, but as it is now all cards in your maindeck need a standard SWU card back. You can likely shortcut this answer as "A card with a leader side must be played with the leader side forward and cannot be added to your main/side decks."
This was windbaggy, my apologies. I would not be surprised if Dan has a more concise version of this answer for you. Cheers.
That was just fine @elliottsolheid4457! The answer is right - Leader cards can only be Leaders, you cannot play them in your deck! All cards in your main deck must have a SWU card back!
Amazing channel for SWU.
Thank you so much, I am happy to help and I greatly appreciate you taking the time to comment with kind words!
As ever, you're doing the Force's work out here. Here's one: Can I play Attack Pattern Delta if I only have two friendly units in play, even though it instructs me to take actions with three units? I think I can play it, and resolve the first two sentences then ignore the third sentence, but my opponent in a recent game thought I could not play it. (luckily the game did not hinge on it, I would have been beaten either way). I feel like the "Do as much as you can" golden rule in the comprehensive rules doc affirms my opinion, but there might be something else I'm missing.
You are correct - you can play it with only 2 (or even 1 or 0!) units in play, and you would complete as much as you can from the top down. So the first unit, if there is one, will get +3/+3. Another friendly unit, if there is one, will get +2/+2, etc. If you run out at any point, you've completed resolution to the best of your ability.
Some games require strict targeting to play cards, but that's not the case here! You simply do as much as you can - and thankfully, this card says Friendly, so it doesn't require you to buff up enemy units to complete its resolution either :)
@@MaindeckGames Thanks! The person I was playing is a veteran of other TCGs so that might be where they got that idea
Hi, how will "Lurking Tie Phantom" interact with the new card " Self-Destruct" (Defeat a friendly unit. If you do, deal 4 damage to a unit.)?
Is the Tie immune to this (I guess so) and will the 4 damage be triggered as no unit is actually defeated?
Thanks for a great video. One more from me:
I have a unit with two upgrades on it, then an enemy plays a Waylay to it. So i take this unit back to my hand, but the upgrades are lost and go to the discard pile?
That's correct, upgrades on a unit are defeated if that unit leaves play.
With effects like ambush, of there is no enemy unit to target, can you still play your ambush unit and ready it?
In the same vein but slightly different, because the wording is different, if you activate leader Palpatine’s action, but your opponent has no units, do you still draw a card?
1. You cannot use Ambush with no enemy unit to attack - as the use of the entire ability is predicated on that. Here's the exact wording: "When Played: If there is an enemy unit that this unit can attack, this unit may ready and attack that enemy unit.”
2. Palpatine can still be used with no enemy units - but if you have a friendly unit in play, you must choose *something* to deal damage to because there is no "may" or option to not deal the damage. If there are *no* units in play after you defeat the unit to pay the cost, *then* you can use the effect and simply draw a card. In all cases, it's just about doing as much of the effect as you are able to.
@@MaindeckGames this is what I was imagining to be the case, thank you for clarifying that for me, much appreciated!!
Thanks a lot man !!!
I have not seen in any video like this, rulebook or any forum, the answer to this question (which probably means it's a very dumb one):
During the action phase, can you perform as many actions as possible, and not only ONE ability action, ONE card play and ONE attack and so on? So given you have enough resources and the right cards in your hand/deployed ofc, you could for example play an event card, on your next turn you attack with your deployed and readied Boba Fett unit, then you play Fett's Firespray (the one from 13:12), which readies Boba Fett again, and next round you attack with Boba Fett again, and so on until you're only left with the initiative or pass action.
Yes, you can perform as many actions as possible! If your hand has 3 Medal Ceremonies (a 0 cost event), you can play all 3. If you have 6 units in play, you can attack with each one, etc. Your opponent always gets an opportunity to perform an action between each one, of course, but there is no restriction to how many times you can perform any particular action each phase.
Great video! These are really helping me prep for when my starter set comes in! One question I have, and it may be a little silly, do you ever get cards you commit as resources back?
You don't get them back normally through the game's core mechanics, but some cards can bring them back or discard them - see Lando Calrissian's effect, and the Han Solo leader effects!
Here's a situation that came up in a game:
I play Bossk and use Ambush to attack with him.
Action passes to my opponent, he attacks my base, then back to me.
I play Waylay, targeting my Bossk. (the intent was to return him to my hand and play him again later for a full health Bossk)
Does the trigger from Bossk still resolve? Do I resolve the event first and because Bossk is no longer there, his trigger is lost? Is there a "stack" that gets created so that even if Bossk is no longer there you still get the trigger?
At the time, the Judge ruled that since the event has to resolve first I wouldn't get the trigger. Later on in the week he came back and let me know that he thinks he may have ruled wrong after consulting a judge group, where they referenced 7.6.8 in the Comprehensive rules stating that the trigger would resolve at the next oppurtunity it could.
Yes, the trigger for Bossk still resolves. 7.6.3 clarifies this as well: "Additionally, the triggered ability must resolve once triggered, even if the card with the ability leaves play before the triggered ability resolves."
When we note that line along with when an event is considered "Played" in 6.2.5:
"c. If the card is an event, place the event in its owner’s discard pile, then resolve its ability. Resolve as much of its ability as possible and ignore any parts of the ability that cannot resolve.
d. The card is considered “played” as soon as it enters play or, in the case of events, the discard pile."
We get a picture where it's clear that the event is considered "Played" when it is placed in the discard pile, and before its effects have resolved. Thus Bossk IS in play when his trigger is met, and per 7.6.8 as you mention, his trigger will resolve at the next opportunity, despite him not being in play as 7.6.3 clarifies.
In short - Waylay away, and Bossk will still get to deal the damage as he departs!
@@MaindeckGames Awesome! That's good to hear. One of the things I was sorta worried about was that the game would be almost "too simple" in a way, where most of the interactions would all be reduced to like...wholly contained boxes and there wouldn't be interactions like this happening.
Very helpful, thanks❤
So glad it was helpful!!!
I'm pretty sure this isn't the case, but....I recall seeing a video that someone posted where they said your leader counts as an "Aspect Unit", even when they aren't in the Ground Arena (pre-deployment, or after defeat). I don't think this is really the case.
Example that was used. "While you control an Aggression Unit, this unit gains xyz".... If I'm running Sabine as my leader, but I've not deployed her, the card in question can't benefit as if I controlled an Aggression Unit, right? My leader only counts as an Aggression Unit once she's been deployed. Am I wrong in my understanding?
Your understanding is correct. Unit refers to the card type, listed in the upper left corner. While your Leader is in the Base Zone (not deployed), it is only a Leader, and not a Unit. Anything that checks for a Unit specifically cannot count your leader until it has deployed and become the Unit type!
Usually people get confused because the wording on Fett's Firespray is different, where it just says "If you control Boba Fett or Jango Fett", rather than "...a Boba Fett or Jango Fett UNIT", so Fett's Firespray can see you control them as a Leader. But always remember - if it says UNIT, it has to be the UNIT side to count!
Do upgrades add their aspect to a card as well? Cargo Juggernaut is the reason I’m asking. If Devotion is on a Battlefield Marine is it now a Vigilance unit?
They do not add their aspects to the upgraded card! The Marine is still just Command/Heroism.
@@MaindeckGamesthank you
What happens to effects that trigger in the future, when their effect text isn't visible? Example: "Han Solo - Audacious Smuggler: Action []: Put a card from your hand into play as a resource and ready it. At the start of the next action phase, defeat a resource you control." What happens when I put a resource into play, then use his epic action to deploy him as a unit? The effect text that requires me to defeat a resource is gone. Do I still need to do it?
Great question - you do still need to resolve that. That's called a Delayed Effect - an "effect created when a card ability indicates a future timing point or a future condition that may arise and an effect that will happen at that time." Even if the card that created the Delayed Effect leaves play, it will still resolve at the appropriate time (comp rules 7.7.4.C)
What happens when vader's on play ability brings a unit into play with a on play ability
Regional Governor - does a specific, accurate, card name need to be used... Or is it like other games with similar cards: describing the card you intended on naming with unequivocal accuracy.
For example does someone need to say "Superlaser Blast" or can it be "the 8 cost blue event card that defeats all units"
This is a great question, and the first one where I don't believe we have a completely clear answer in the comp rules. The comp rules suggest that there are other ways to name the card besides saying its name, but neither the comp rules nor tournament regulations indicate a procedure yet for naming a card without saying its name (i.e. uniquely identifying the card using other methods for a judge).
Here's what the comp rules says about naming a card: (8.18.1) If an ability instructs a player to “name a card,” that player clearly indicates the name of any card in Star Wars: Unlimited (such as by saying its name out loud), and applies the rest of the ability to any cards with that name in the game. These abilities do not account for subtitles; the player does not need to specify a subtitle when naming a card.
For now, in casual games, do whatever you'd like, but in tournaments, if you cannot think of the card name, you should call the judge over and work with them on it. We are still awaiting an official judge program so something like this right now might be resolved differently by different judges. Hopefully in the near future we'll have a precedent set, though!
Thank you, as this was a moment of loose tension in a local tournament and it really depended on how competitive your opponent was being. I tried reaching out to the help email on the website but have had no luck, either.
Hey, I have a question thats been annoying our group lol. So Chewie and Energy conversion lab. Both allow you to play a unit with a certain cost or less. BUT, what if we don’t have the right attribute? For instance, if i wanted to summon Laser Technician (cost 3) but fail to have the imperial (black) attribute… would it not work? Since the penalty would make its cost 5? Or does the ability bypass this because it meets the criteria of “play a unit of cost 3 or less from your hand”. This changes like 3 of our decks so we need to know. Thank you, and amazing breakdown of the rules
I got you!
The aspect penalty is a special cost modification that applies during the "Determine cost" step of playing a card.
When you use an effect to Play a card, such as Chewie Leader or ECL, and that effect has a restriction on the cost of the card, that is only looking at the printed value of the card (see comp rules: 8.16.5.E). So a Superlaser Tech for Chewie would still be considered cost 3 **for the purpose of being able to choose the card to Play with Chewie**.
Then, once you get to the Determine Cost step (comp rules: 6.2.3), you'll add in the Aspect penalty if you don't match the Villainy aspect, and you'll still have to pay the total cost of 5 resources to Play the card with Chewie's ability (JUST to be totally clear - as I mentioned in the first video - these abilities don't reduce or remove the cost to Play unless they say they do!).
So the answer is: Yes, you can play off-aspect cards with those effects as long as their *printed* cost matches the requirement. However, you will still have to pay their *modified cost* with the aspect penalty in order to complete the action!
@@MaindeckGames Oooh i see, ok thats pretty awesome a good middle ground. Thank you
@@MaindeckGames Hello again, another question from my group. Han Solo and his ability. At the beginning of the regroup phase it says “you must defeat a resource”. This is going to sound silly, but if the resource defeated was lets say Yoda. Does that trigger his on defeated clause to draw a card? Im sure theres a rule against it because it was a resource but we are curious. Thanks again
That's not a silly question at all! A resource in play is blank and has no abilities (comp rules 1.7.8), so it has no On Defeat to trigger when it is defeated. Even though you see the ability when the card is placed in the discard pile, it needs to have the ability WHEN it is defeated (7.6.14.A), and since it had no abilities when it was defeated as a resource, it will not get any When Defeated effect printed on the card.
Do you control your leader when its on its horizontal side for the keyword coordinate and other purposes?
You do control your Leader - but you do not control a "Leader Unit" while it is horizontal, so it does not count towards Coordinate or other effects that ask for a "Unit". That's the key word, so keep an eye out for it!
Can you explain when the unit is taken and the on defeat trigger goes through? It doesn't check its position in the control zone vs checking the zone it is ending up on?
When Defeated abilities use Last Known Information to determine things like their Controller and relevant stats (Comp Rules 8.12.1). When Defeated abilities will thus resolve for their Last Known Information of their Controller as they were defeated, immediately after defeat (Comp Rules 7.6.14.B) at the next available opportunity (Comp Rules 7.6.7). So if you control the opponent's Superlaser Technician and it is defeated under your control, it is your choice to play it as a resource in your resource zone if you wish. If you choose not to, it will go to the opponent's (owner's) discard pile.
Can you please clarify Lando for me? My interpretation of his wording makes him really good, others’ interpretation make him the opposite.
“When Played: Return up to two friendly resources to their owners’ hands”
I have been told because “friendly” refers to you, these are two of your resources.
My interpretation is this wording is made clear for Twin Suns or sneaky situations. “ owners’ ” and “hands” are plural, so you could EITHER return two to to one player, two to yourself and defending, or in Twin Suns split the two amongst defending players.
This would essentially save the resource you were supposed to discard due to Hans, whilst at the same time setting the opposing player on the same resource count as yourself. Or put the opposing back two.
I really see high potential in Lando especially in the current meta and would love to base a deck around this card specifically. Any feedback would be much appreciated!
Sure thing!
In the comprehensive rules, section 1.5.3 - Friendly and Enemy - clarifies this. "a. A card that a player controls is considered “friendly” for that player." Two Friendly resources would be two resources that are controlled by the person resolving that effect. So Lando allows you strictly to return your OWN resources to "their owners' hands".
But why does it say "their owners' hands?" Check the section in this video about Changing Control - Superlaser Technician's When Defeated ability is used by the CONTROLLER of the card when it is defeated, so if you take control of a Superlaser Technician through something like Traitorous, and it is defeated, the opponent's Superlaser Technician will go to YOUR resources. Because of situations like this, its possible to have other players' cards in your own resources, so Lando is worded that way to ensure that if you select the Superlaser Technician among your resources to return, it will go back to its owner's hand, rather than try to go to yours.
I want to also clarify something else about Han Solo leader - it's not possible to "save the resource" with the way he is worded. Han sets up a Delayed Effect which says "At the start of the next Action Phase, defeat a resource you control." This delayed effect is not linked to the particular resource added to your resource zone at all - it simply says to defeat any resource you control. If Lando returns the resource you placed with Han to your hand, you will still have to fulfill the delayed effect and choose a different resource to defeat.
The best thing you can do to get extra value out of Han's resource is to use Millennium Falcon. Falcon allows you to exhaust that extra resource after readying your resources in the regroup phase to pay for its cost to remain in play. Then, at the start of the next action phase, you can defeat that already exhausted resource and thereby get a little extra mileage out of the resource.
Let me know if you need any other clarification!
Thank you so much! Very informative, and although confusing at first for myself, it does seem like the TCG has covered all their bases with wording to guarantee some of these weirder interactions have a definitive resolution.
I’m still sad about Lando lol
Exactly why I wanted to make these videos! I've yet to have a situation I don't have a definitive answer to, even if sometimes it takes explaining it in different ways to help people grasp the ideas. Happy to help, and equally disappointed in Lando (but hoping next set has a really cool Leader for him, at least)!
Here's another. When I pay less for a card, like with Alliance dispatcher, does that mean I could play a 4 cost card (now paying 3) and give it Sentinal from Chewbacca's ability. ( play a unit that costs 3 or less from your hand. It gains sentinel for this phase)
Alliance Dispatcher reads:
Action [Exhaust]: Play a unit from your hand. It costs 1 Resource less.
Chewbacca’s Leader ability reads:
Action [Exhaust]: Play a unit that costs 3 or less from your hand. It gains Sentinel for this phase.
Because both abilities are actions, you can only trigger one of them on your turn. Either play a 3 cost unit from your hand and give it sentinel with Chewbacca, or play a 4 cost unit for 3 resources with Alliance Dispatcher.
@matiasnl okay bendu attacks and you next action you play a card which costs 2 less. How you get the lower resource isn't important. The question is can I give a 5 cost unit sentinel if I reduce the cost to 3 or lower.
Chewie's ability looks for Printed cost - that's before any modifications are added! So the card would have to have a printed cost of 3 or less to play with Chewbacca, then you would calculate the actual cost you have to pay once you are using the action, which would calculate things like Bendu's reduction or Aspect Penalties - and you pay the *final* modified cost to actually play the unit.
Love your videos, if you play an event card that says “if you control a force unit” and you dont have any force units deployed, but your leader is a force unit, does that card do the extra effect because of it?
Thank you so much! Unit is a specific card type - if a card is looking for a ____ Unit, it is looking for you to control a card that meets that criteria and says Unit in the upper left. That means if your Leader is on its horizontal side, where it is just a Leader, it is *not* a Unit and won't match that criteria. However, if your leader is deployed (where it is a Leader Unit) and matches that criteria, then it's good to go!
Note that effects like Fett's Firespray are worded differently ("If you control Boba Fett or Jango Fett"), and don't specifically look for a Unit, so those will work with horizontal Leader sides.
So this is a hypothetical but imagine you had a card like asteroid sanctuary but it said first exhaust a unit then give a unit that cost 3 or less a shield. Now this would mean I would have to exhaust a card to get the shield. But what are my options if the opponents units are all already exhausted? Is choosing an already exhausted unit valid to complete the if then statement? Or would I have to exhaust one of my own units to still get the shield token? Sorry for the long message hope that makes sense
With the way Asteroid Sanctuary is worded, the "Exhaust an enemy unit" part of the card does not need to be successfully completed in order to get the Shield - you would complete as much of the card's effect as you are able to. As a part of completing that, you CAN choose to (attempt to) Exhaust an already Exhausted unit (comp rules 1.5.4.F). When you do, nothing additional happens (it does not change orientation). So with your hypothetical card that doesn't say "*Enemy* unit", you only need to exhaust your own unit if the opponent controls zero units. But if you had an exhausted unit to choose, that would be a valid choice!
@@MaindeckGames thank you very much!
You've mentioned that "Regional Governor" is allowed to stop your Leader to be played (since the Leade gets deployed that doesnt do anything towards my leader, I got that, thank you!) but how specific to I have to name the Card with the Regional Governor? For example, I could technically have two Luke Skywalkers on my field, one Leader and one Legendary Card Luke since their (let's say) "title" differs from each other. Now do I have to call "Luke Skywalker" with that specific title or is "Luke Skywalker" enough?
That's a great question - I should have mentioned that! When naming with Regional Governor, you only have to name the *Card Name*, not the Subtitle. If you name "Luke Skywalker", it actually would prevent your opponent from playing ALL cards named Luke Skywalker - which isn't relevant now, but will be in future sets! So the card actually gets stronger over time!
Very helpful! 👍
The lack of Star Wars memes disappoints me the same way sand does for little orphan Annie.... ;-)
Past that great work.
I've used them in a few videos before, but I was sticking to business in these ones. I'll try to include more in the future 😅
@@MaindeckGames This is where the fun begins 🙂
part 3 but with questions from set 2
Hey, here's another one that came up last night while I was playing Boba for the first time. Leader Boba's ability: "When this unit completes an attack: If an enemy unit left play this phase, ready up to 2 resources." Does this require a unit to already have left play before Boba's attack, or does it trigger if a unit leaves play as a result of Boba's attack (i.e., if Boba defeated the unit he attacked)? My opponent and I both thought it would probably trigger in that case, but we did some quick googling and couldn't confirm this. Any help is appreciated!
"When this unit completes an attack" happens after the damage step (requiring that the attacking unit survives as well). As such, if a unit is defeated during the attack, it will meet the condition to be able to ready the resources when the effect triggers!
@@MaindeckGames Got it. Thanks!
Ok another boba question. How does traitorous interact with Boba’s ability? Is a unit under my opponent’s control via traitorous considered to be an enemy unit?
Yep! (1.5.3.B): A card that a player’s opponent controls is considered “enemy” for that player.
As long as they controlled it when it was defeated, it was an enemy unit and will trigger Boba!
@@MaindeckGames Thanks!!
lol….i DQ’d myself at a casual tourney last night. I was drawing 7 at the beginning instead of 6. No idea where I got that.
Well that wouldn't be weird for me, sometimes juggling multiple card games causes you to mix up the rulesets! 😅
@MaindeckGames Let's say you spend resources on rallying cry and then subsequently deploy your leader on the next action, is it for the units in play upon that action or every unit you own for the phase?
Only units that were in play when the event was played. 7.7.3.D in the comp rules actually uses Rallying Cry as an example!
(7.7.3.D): By default, a lasting effect only applies to a card that’s in play at the time of the lasting effect’s creation. For a lasting effect to affect a card in an out-of-play zone, the ability that created that effect must explicitly state so.
For example, Rallying Cry (SOR #154) gives each friendly unit Raid 2 for the phase. Only friendly units that were in play when Rallying Cry was played get Raid 2 for the phase; any units that enter play after this time do not get Raid 2.
Appreciate you good sir.
Could you explain Overwhelming Barrage in detail? If you already have I will find it but if you have not could you?
Sure!
When you play OB, you choose a unit you control and give it a temporarily +2/+2 for the turn. The unit can be ready or exhausted, it doesn't matter. Then, with that +2/+2 in mind, you figure out what its total power is. For example, if it's on a Cell Block Guard with no other upgrades or effects, it would be a 3/3 with +2/+2, so it would have 5 power.
Then, you take that amount of power, and divide it as damage among any number of units in play, in either arena. So you could have 2 damage go to a Specforce Soldier in the same arena, 1 damage go to Red Three with a Shield in the space arena, and 2 go towards your opponent's deployed Luke leader. The Specforce would be defeated, the Red Three would lose its shield (it would have done nothing more than lose the shield even if you directed all 5 damage at it, because the Shield absorbs an entire instance of damage on a particular unit, no matter how much), and the Luke would get 2 damage counters.
Now, you have a 5/5 Cell Block Guard still in play. Note that OB doesn't cause anything to attack, it simply dealt a bunch of damage, so the Cell Block Guard, if it was ready, is still ready and can be used to attack in a future action that phase. Let's say your opponent Takes the Initiative, and you take your next attack to attack Luke with the Cell Block Guard, still a 5/5 from OB. Luke would take 5 more damage, making 7 from the damage OB dealt earlier, defeating him. Cell Block Guard would take 4 damage back, but since he's currently a 5/5, that doesn't defeat him. Your opponent is forced to pass again (due to taking the initiative), and you Pass as well.
At the end of the phase, the +2/+2 from OB wears off, and you have a 3/3 Cell Block Guard who still has 4 damage counters on him, meaning he becomes defeated now.
Hopefully that was thorough enough but let me know if you have more questions!
@@MaindeckGames this clears up everything I will have my dad read this too we have had a lot of questions about this card!
What happens if you defeat a resource with an on On Defeat? (aka Leader Han + a resourced K-2S0). I would think that it does activate and resolve, but just for clarification since it's also a bit of a rare case at this moment in the game
Nothing happens. The resource has no abilities once it is a resource!
@@MaindeckGames thanks! also definitely makes sense the more I think about it because one SL Technician would essentially stop the negative part of leader Han's ability lol
So I just want a clarification. I saw somewhere if I use Rebel Assault and have 2 units that have on attack. For example Sabine Wren (Leader) and Kanaan. The person said that you would perform the attacks then trigger the On attack effects. After the attacks happen because of the order is this correct?
So I play rebel assault. I choose Sabine first she attacks. Then I choose Kannaan, he attacks then the attack triggers happen… This to me didn’t sound correct. I thought it would go like this:
I play rebel assault… I choose to attack with Sabine. Her on attack triggers, then I deal damage. I then choose Kanaan, his attack trigger goes then he attacks…
Hey, this is a wonderful question because I don't go into Nested Actions at all in this video, which is one of the more complicated parts of the rules.
Your intuition is correct. Rebel Assault creates what we call a Nested Action - an Action that is created as the result of the resolution of another action or ability. In this case, Playing Rebel Assault created two Nested Actions - the Attack from each unit.
When a Nested Action is created, you pause anything else (the rest of Rebel Assault, for example) and fully resolve the Nested Action as if it were the only Action being performed. I.e. Any On Attack triggers will resolve with normal timing, damage will resolve, etc. Only once the Nested Action is completed do you return to the rest of the Action or Ability that created it (in this case, Rebel Assault) and continue resolve it (in this case, moving on to the second Attack which creates a second Nested Action).
So in your example, you would fully resolve the attack with Sabine - including her On Attack triggers, and any other triggers created as the result of the attack (e.g. On Defeat, etc) - then you would move on to Kanan, and fully resolve his attack including triggers.
The full comp rules reference is at 7.6.12, Nested Abilities and Nested Actions.
Hope that helps!
Amazing video! Thank you very much for putting it together. I have one question related to shields. Let's say my opponent has 3 units, each has a shield and I play Emperor Palpatine unit that allows me to divide 6 damage among enemy units when played. Can I destroy three shields for all three units or is the distribution ability unusable in this case as the first shied absorb all the damage? Thank you in advance for replying
You would distribute the damage as you choose, and then any assigned damage to a unit with a shield would instead defeat the shield. So you can defeat all 3 shields, and still distribute 3 more damage elsewhere (I would suggest just assigning 1 damage to each, but it's up to you!), but there's no way to further damage the shielded units with that use of the ability.
@@MaindeckGames Thank you very much
@MaindeckGames Could the Emperor deal damage to a space unit with its "when played" ability please?
@@MrDukecz Yes, the emperor doesn't specify an arena so any unit is a valid choice! A damage dealing ability will ALWAYS specify if there are restrictions to what it can target!
@MaindeckGames thank you! Does the same apply to events? For example, if I play Maximum Firepower, can one ground imperial unit damage enemy ground unit and then my other imperial space unit attack the same enemy unit even though it's not in the same arena?
Does "deal damage to x unit" count as an attack?
I talk about this at 6:04 - No, the only things that count as attacks are Attacks! It will ALWAYS say the word!
Sorry for the late question!
I have a specific question (and sorry if it's a repeat)
My wife played the Emperor Palpatine card and with the 'when played' ability attempted to spread the damage to both ground and space units. I noted this wasn't allowed, as it crossed arenas, but is that correct?
Palpatine doesn't specify any arenas in his effect, so he is free to spread his lightning between them as he pleases!
@@MaindeckGames Thanks for the response, and my wife is now very pleased that should would of won! thanks for the content :)
Do you have a similar video for Grand Archive?
I ask because recentily a friend ask if he can negate me materialize a weapow. I respond "I dont think so, but i cant justify". Later I try fid something in the rules but I dont find any especific rule. I understand materialize is nor activate, so can be negated.
I've been considering doing some for other games after this!
There are currently no effects that can negate a Materialization - I assume you are looking at effects like Frostbind! But if your opponent uses an effect to activate a card from the Material deck - like Activating Scepter of Lumina using its printed effect - that would be able to be Frostbound!
Materialize and Activate are different terms, so anything that prevents one does not affect the other.
Thanks man. I though you can’t bring the leader if he uses his action ability and is therefore exhausted in the same action phase.
However one question: if you use the card overwhelming crossfire (sorry I’m playing on German language so not sure of the name of the card is accurate) you give an friendly unit +2/+2. after that it’s gonna damage an opponent on several units in your choice. So the question is: this unit can damage also if the card is exhausted right? Because it’s just damage and not attacking damage. Right?
That's correct! Overwhelming Barrage doesn't care if the unit is ready or exhausted - it's not an attack!
@@MaindeckGames thanks
@@MaindeckGames if you don’t mind I’ve got another question. Sentinal also doesn’t prevent from damage that a card have. For example this Vader you can hit 2 damage at the attack. You can give this kind of damage to every unit even a sentinal is in play. Of course the attack (damage) of course have be on the sentinel first. Also correct?
Correct, Sentinel only forces Attacks (from units in the same arena) to direct to the Sentinel. It has no impact on card effects unless those effects create Attacks.
@@MaindeckGames awesome! Thank you so much for your quick answers. That’s super helpful. And I know: ok I actually will get an answer. That’s not on every channel. So keep it up. You’ve got a new subscriber 😉 I’ve to check what videos you’ve got out already but an idea would be deck building tips and tricks.
Super super minor, but 16:26 you refer to the discard as a graveyard. (At least I think it is called your discard pile in SWU?)
I absolutely did, that was my bad! I noticed it in editing as well, but I figured the idea would come across fine still. When covering so many games, the terms mix up in my head a little bit!
hi, i have a question on unique attachments es. luke's sword. If an unique weapon is in play can i play another copy of the same card to use the weapon "when played" ability?
You sure can, just like Units, when you play a second copy of a Unique Upgrade, all When Played effects will trigger, and before they resolve, you'll immediately defeat one of them, then resolve those lingering effects.
What if you traitorous a traitorous? Does the first traitorous go into the graveyard or stay attached to the unit?
The first Traitorous will remain attached. It has no constant ability affecting the unit - it just makes the unit change control when it is played or leaves play! If the first Traitorous happens to be removed from the unit while its owner currently controls it from the second Traitorous, it will "go back to its owner" - but it's already there - so nothing will happen!
Can you play a card without affect, like Repair when nothing is damaged?
Yes, you are able to play the card and do whatever you can. There is no requirement to have a target for the the card to play it.
Sorry for asking another question, but when a damaged unit is returned to its owner's hand, is it cleared of all damage?
Yes! It would be very tricky to try to hold those damage counters on the card while it is in your hand!
@@MaindeckGames Thanks again.
How many “shield/exp” upgrade allowed on board at one time? Just the 3?
There is no limit at all!
Just stated playing and we got a bit confused with Leia’s unit card (not the leader but the unit card that came with the starter deck) what is the advantage or point of “exhausting a unit” ? Or does this mean exhaust/ therefore attack or use a unit
It doesn't say "friendly", so the ability can hit enemy units. You would choose to exhaust your opponent's unit so that it cannot attack you that phase. Only ready (unexhausted) units can attack. Hope that helps!
@@MaindeckGames thanks, we thought that might be the case, but figured it was say “exhaust and enemy unit”
If it was the case
Thanks for clarification
No problem! If it doesn't say "enemy" or "friendly", it can target either! So she can exhaust a friendly unit if you want to - not USUALLY a good thing to do, but there could be a weird situation where that would matter, or it might become useful in a future set!
Does using ECL on something that already has Ambush let it ambush twice?
Nope - Comp Rules 7.5.5.B: Multiple instances of Ambush do not stack. If a unit gains Ambush multiple times, it may only ready and attack a unit once.
Maybe this gets answered in the video but i'll forget to watch out for it if i dont write it down. And this place seems better than a poece od paper
When i control a general veers, boosting my imperial units by +1 and one of those units takes damage, what happens when veers leaves the board?
My unit with 4 base health took 1 damage but was also boosted up to 5 health at that point by veers.
Is the boost subtracted and it goes down to 3 health or does it just stay at 4, as if nothing ever happend just like temporary hit points in dnd?
Cause i get that shields and experience tokens would stay in play, but this is specifically a passive that leaves the field with him
When a passive effect leaves play, it doesn't take any damage with it. The damage will stay on the unit, and if that damage is now lethal to the unit, it will be defeated.
I've seen this question asked and honestly could never quite figure out where it came from - but the "temporary HP" thing makes it make sense to me now! So thank you for using that analogy - but nope, it's not like Temporary HP!
@@MaindeckGames thanks a lot for explaining this
So do both of your friendly units take damage after playing maximum firepower??
No, Maximum Firepower is not an Attack. Only cards that create Attack Actions create Attacks, and only Attacks cause Defenders to deal damage back. Effects that simply deal damage do exclusively what they say - deal damage to the chosen unit(s), with no damage dealt in exchange, and no exhausting required.
How does takedown work? Does the opponents card need to be damaged or can it simply take out a card of cost 5 or less without it being damaged, its a question that came up last game
Takedown can target units that haven't taken damage as well. "Remaining HP" simply means HP minus any damage counters - if the unit has 5 HP or less and no damage counters, its remaining HP will simply be whatever its HP value is and it will be a valid target for Takedown!
I had no idea I could immediately attack with my leader when I deploy, I thought deploying it was considered an action 😬thats lost me games for sure
I misspoke there, please see the pinned comment! I meant to say "phase", not "turn". Deploying your leader is indeed an Action and your opponent will get to take one before you can attack!
I have clipped out that statement from the video entirely to avoid any further confusion - it should be gone in a little bit!
@@MaindeckGames okay good to know I just need to improve😂
No worries haha! We all win some and lose some!
does Ambush use my action or is it a "Bonus" action from the keyword?
Ambush is a triggered ability when played. It will happen any time a card with ambush is played, and it happens immediately (without costing an additional action).
Is Strafing Gunship stopped by Sentinels on both arenas or just space?
Strafing Gunship is a fun one! The key is the wording of Sentinel: "Units in this arena can’t attack your non-Sentinel units or your base."
Sentinels in the Ground Arena are not in *the same Arena* as Strafing Gunship, so Strafing Gunship is still free to target whatever it wants as long as there is no Sentinel in Space with it!
When a card says defeat all units does that mean your own units too??
Yes, All Units means both Friendly and Enemy.
Does sneak attack and ambush work the same as ECL and ambush?
It does not - Sneak Attack modifies how the Play action works by making the unit enter Ready. So this isn't a trigger, but rather a condition of the Play action. It will be played ready, and then if you choose to use the ambush, it will ambush something and end up exhausted. IF Sneak Attack said "It gains 'When played: Ready this unit'", THEN it would be a simultaneous trigger where you could choose the order it resolves in.
9:07 🤯
Wouldn't Energy conversion lab into Fetts firespray create a nested action and as stated in the comprehensive rules, nested actions must be completed first.??
7.6.11. While resolving one triggered ability, if new abilities are triggered, the new abilities-also known as a “nested abilities”-must be resolved before any other abilities triggered at the same time as the first ability.
7.6.12. Nested Abilities and Nested Actions
A. A nested ability occurs when resolving one triggered ability causes a new ability to trigger; this new ability is a “nested ability.”
B. A nested action occurs when the resolution of an ability causes the player to take a specific type of action (e.g. “Play a Card” or “Attack With a Unit”); this is a “nested action.” A nested action is resolved as though the controlling player took the corresponding action, and it must be performed as completely as possible.
C. Any abilities triggered before a nested ability or nested action is triggered must be put on hold until the nested ability or nested action resolves.
No, because those abilities aren't created *while* the other is resolving. Both abilities trigger on the same event, so the player gets to resolve in the order of their choice - only then will either of them start to resolve (and any effects that trigger DURING the resolution of one of them - e.g. On Attack, When Defeated, etc - will become nested and resolve immediately).
7.5.5.D: The Ambush keyword resolves during the same window as any “When Played” abilities on the unit.
7.6.9: If a player must resolve multiple triggered abilities on cards they control at the same time, that player chooses the order in which to resolve those abilities.
One more if you may. If you ECL'd Fleet Lieutenant which has 'when played' you may attack with another unit, give it +2/+0. Can you choose the order those units attack or is that a nested action and the unit you target with fleet lieutenant would have to go first?
The Fleet Lieutenant would have two "When Played" abilities, and as the controller, you choose the order in which they resolve. Once either of them begins resolving, the Attack it creates becomes a Nested Action, putting the OTHER "when played" ability on hold until the attack sequence has resolved. Once it has finished, you would go back and resolve the other "When Played".
What if you use Superlaser Blast on a Shielded unit? Will Superlaser Blast still defeat that unit?
Yes, shields only prevent damage.
The above is correct!
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Would resources be considered "general knowledge ", meaning opponents can look to see what cards your resources are?
A player can look at their own resources, but they cannot look at their opponents'.
@@MaindeckGames Thank you
Attack rules are exactly like Hearthstone. Sentinel = Taunt
I still can't understand how initiative works, can someone explain to me?
Whoever has the initiative takes the first action in a round. Once per round, one player may use the action Take the Initiative - they now have the Initiative (or still have it) and you use an Initiative Token to mark who has it. Only one player may do that each round, and whoever does must pass all future actions (and it counts as Passing as well).
What if Player A plays Superlaser Blast and Player B has Iden. Can player A as the active player say You go first to player B, would Iden then only get to 'see' her own defeat plus any other characters Player B controls, and not any of Player A's?
With the explanation given, no. All units die at the same time, so there is no "you go first, then me".
@Kakorott ah I completely misinterpreted what was meant by active player choosing who triggers when defeated first. Makes more sense now lol
Glad you got it now! It can be confusing, but it's not about who TRIGGERS first - because all the triggers are already there! It's just about who RESOLVES their triggers first! Think of the triggers as floating around in a little pool, waiting to be picked to go next!
Can I attack with multiple units in a turn?
You can attack with all of your ready units each phase, but each attack is a single action, so your opponent will get to take actions in between each unit attacking.
I still don’t understand how to take initiative. Can someone explain this?
Sure! One player will start the game with the Initiative marker (usually chosen randomly, or chosen by the losing player in game 2 or 3 of a 3 game match). Each round of the game, one player may choose to use one of their actions to Take the Initiative. Only one player can do it each round. To do it, you simply say "I'll take the Initiative."
The player that Takes the Initiative moves the Initiative marker to their side, then they must pass all of their future actions that round. In the next round of the game, they will get to start with the first action.
@@MaindeckGames so let’s say I start the with the initiative. I set up my cards and then end my turn. The opponent then goes and they do their set up. But d they now get to choose whether they want the initiative next round?
Thank you for these videos. I am playing this game with my kids and having a blast. And have a simple yet confusing question that I need to be sure of.
I assume during your turn to place down and summon cards. You can do as many as your resource pool allows, right?
I'm glad you're having a great time, thanks for the comment! Based on the wording of your question, I just want to double check that you are playing things correctly - Each round, players will take turns taking a *single* action. One of those actions that you might choose to take when it's your turn is to play a *single* card by exhausting resources to pay for its cost. Once you play one card (or take any other action), your opponent has a chance to take an action, then you do again, etc. You always go back and forth doing this until both players pass, and you move to the Regroup phase!
So the answer to your question is yes and no - when it's your turn to take an action during the action phase, it's just a *single* action. But during a round, you can play as many cards as you can afford to play - just one action at a time, with your opponent getting to take actions in between!
@@MaindeckGames perfectly explained. The back and forth aspect is a new mechanic for me. Lol
Please please please can someone answer if you can attack cards with summoning sickness!?!?!?!?
Summoning Sickness is not a rule in SWU. However, units normally enter play exhausted. Exhausted units cannot attack, but some effects can allow a newly played unit to attack in different ways, like Ambush or Frontline Shuttle.
I blame video games and digital cards games for the widespread lack of reading comprehension, critical thinking, and learned helplessness in so many people when it comes to analog gaming these days. People now are just so used to a computer doing all the work for them figuring out how the pieces and the rules interact in a game and just playing out the result, when people have to actually read the cards and read the rules to play a game, they just throw their hands up and spam reddit or TH-cam comments.
Always be patient and helpful with new players, it's just a little frustrating that more players don't just stop for a second to think and read the cards and rules to figure stuff out on their own.
Within 1.5 hours of me there are 3 cities of 150k plus population . There are 19 game stores & NONE of them have over 4-6 players of SWU .
Two local game shops don’t even carry SWU , because of lack of interest.
Now there is a shortage of SWU cards for those who want it ???
SWU is being pumped online by fans/paid cheerleaders.
SWU will be abandoned in 18-24 months .
Might be fun , cool & different but FF is the worst game company.
Save your money & stick with MTG .
F&B is a way better game than MTG & it’s on life support.
Just got back from my 16 player locals, the 3rd locals this week. It's popping off all over the place. Sorry you aren't experiencing that but there's no need to try to dunk on others' fun.
Also, FAB on life support? You're trolling bud!
@@MaindeckGames I want SWU to succeed… I don’t mean disrespect.
FF has burned a many gamers out of their cash & passions.
Peace
First