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Lucky Rules: The Phantom Menace Mechanics
Overkilling, Evading, Deflecting, Reserving, Enhancing, Upkeeping, Bountying... did things used to be this complicated? And now The Phantom Menace introduces Lucky! How does it work? When can we use it, and does it kill Jawa Sandcrawlers? These are important questions that need to be answered as you insert this new mechanic into your deck. ![]() And just how many mechanics does your deck now contain? Star Wars TCG has come a long way since those first A New Hope rulebooks we all tried to make sense of. With that in mind, my Imperial cadets, I think we’re overdue for a refreshing look at the structure of our game, cleaning up the dust that's settled along the way, and revealing when we can, can't, and should play our favourite tricks. The easy version:
Now, the useful version: 1. Setup & 2. Ready PhaseLet’s skip past these. Need to know more? Take a look at the General Rules and Questions. 3. Command PhaseHere's where it gets interesting. First of all, you must now complete the following steps (it doesn't matter in what order you do these, but you must do them before anything else):
Take it SLOW, even if your opponent is shoving that umbrella in the air in a very Tusken way! Rush, and you’ll miss something. Having to tap twin Rogues & Scoundrels Star Destroyer {RaS}'s two turns in a row—because he was too eager to build a new unit or use an activated ability of an existing one—probably cost Ming Qin a place in the top 4 playoffs at the recent Australian Nationals. So go slow. It hurts if you don't. Once those steps have been resolved, you enter the build phase and can do the following in any order:
![]() Sidebar 1: After Princess Leia (G) gives you +3 build points during your build roll, you can move her to the Character arena and rearrange the stack—putting Princess Leia (I) on top and tapping for another +2—but you cannot put her back on a transport afterwards ("...you can only move a pilot once"). You also can’t rearrange Leia's stack whist she is on a transport to make her "fall off," thereby avoiding the only move once rule. After your Build Phase, it’s time to decide which units stay and which retreat.
4. Battle PhaseNow it gets fun. Starting with the Space arena:
![]() Sidebar 2: Imperial Misdirection does not prevent damage, it just moves existing damage; as such, it can only be played before the attacking dice are rolled—most effectively in step b6.
Possible hits? Yes, because the tricks that will change this now go off!
But which resolves first: Lucky or other rerolling effects? Lucky is a static effect, whereas most other abilities and effects that cause dice to reroll are triggered effects; that is, effects that fulfil "when" and "if" criteria. Triggered effects happen before static effects, so use Lucky after those effects has resolved. See the Lucky FAQ for more information.
![]() Sidebar 3: "...prevent that damage..." Yes, Human Shield can be played in the damage prevention step. Yes, this card puts the total number of rolled hits as damage counters on the attacking unit. Yes, this card covers all of your Characters. No, damage prevention cannot be used to stop the damage counters. WOW!
Now, start all over again with the next unit! Clear as mud? Hopefully, this article has laid-out when all the great game mechanics you're packing into your latest 60-card machine take effect. Just try to first understand when your tricks can be used, and then think about when they should be used. At the end of it all, however, HAVE FUN, because that is what this game is all about. That, and Sandcrawlers. Thoughts or comments? Visit the message board thread for this article here. |
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