Just a query regarding the use of Tens ability. If Ten gets two hits and two crits and you can only roll three agility dice, do you suffer two crits as it you can't cancel one with defence dice and you already can't cancel the second crit as you don't have enough dice. Or do you only suffer the last crit as it is still an uncancelled crit.
Ten Numb query
Just a query regarding the use of Tens ability. If Ten gets two hits and two crits and you can only roll three agility dice, do you suffer two crits as it you can't cancel one with defence dice and you already can't cancel the second crit as you don't have enough dice. Or do you only suffer the last crit as it is still an uncancelled crit.
Assuming you roll 3 evade, you will still suffer 2 critical hits.
Update: FFG clarified this scenario and the end result is 1 crit after using Ten Numb's ability.
Edited by DeltmiAssuming you roll 3 evade, you will still suffer 2 critical hits.Just a query regarding the use of Tens ability. If Ten gets two hits and two crits and you can only roll three agility dice, do you suffer two crits as it you can't cancel one with defence dice and you already can't cancel the second crit as you don't have enough dice. Or do you only suffer the last crit as it is still an uncancelled crit.
This isn't correct.
Ten's ability says "When attacking, 1 of your [crit] results cannot be canceled by defense dice." So if Ten rolls [hit] [hit] [crit] [crit] and the defender rolls [evade] [evade] [evade], Ten's ability doesn't come into play: one of the [crit] results remains uncanceled, so there's no problem.
You know the old joke/puzzle: I have two coins in my hand worth $0.35. One of them is not a quarter. What are the two coins? The punchline is that one of them is not a quarter, but the other is . Ten's ability comes into play if defense dice would cancel all of the [crit] results Ten rolls; in that case, the defender will suffer one point of critical damage.
Edited by Vorpal SwordThis isn't correct.Ten's ability says "When attacking, 1 of your [crit] results cannot be canceled by defense dice." So if Ten rolls [hit] [hit] [crit] [crit] and the defender rolls [evade] [evade] [evade], Ten's ability doesn't come into play: one of the [crit] results remains uncanceled, so there's no problem.You know the old joke/puzzle: I have two coins in my hand worth $0.35. One of them is not a quarter. What are the two coins? The punchline is that one of them is not a quarter, but the other is . Ten's ability comes into play if defense dice would cancel all of the [crit] results Ten rolls; in that case, the defender will suffer one point of critical damage.Assuming you roll 3 evade, you will still suffer 2 critical hits.Just a query regarding the use of Tens ability. If Ten gets two hits and two crits and you can only roll three agility dice, do you suffer two crits as it you can't cancel one with defence dice and you already can't cancel the second crit as you don't have enough dice. Or do you only suffer the last crit as it is still an uncancelled crit.
C C H H
- E E E
Since there is no defense dice to try and cancel the first critical tens ability cannot activate, once you get to the second critical that's trying to be canceled THEN and only then does his ability activate.
Edited by Jaden CkastIt's not that you designate a crit that cannot be cancelled. It's when after you compare the defense dice against the attack dice, the first opportunity to cancel a crit is ignored by Ten Numb's ability. So, two crits on a Falcon or B-Wing, for example, they are powerless to stop either of them with 1 defense die, but an X-Wing could roll double evade to stop one.
Edited by R2ShihTzuYou could still cancel the critical hit from Mr. Numb with an evade token also.
In the case of <hit> <hit> <crit> <crit> vs. 3x <evade>...
The first two evades cancel the first two hits in every case except the auto blaster, which we'll ignore for now.
So now you have <crit> <crit> vs. <evade>. The evade cancels the first one, and the second one goes through uncancelled. This satisfies Ten's ability "
When attacking, 1 of your
results cannot be cancelled by defense dice."
If the defender had an Evade token, he could spend it to evade the ONE crit that manages to get through. At this point, he would take no damage even though it was from Ten.
I agree with Khyros. To satisfy the wording of Ten Nunb, there should be at least 1 uncancelled crit once all modifications and rolling have been completed. There's no more complexity to it than that. If the intent was that the first crit attempted to be cancelled cannot be cancelled, the card would have been worded that way.
Im on the fence about the ruling personally, But i am leaning more to Khyros' answer. It makes sense that it goes through one because it in fact says "1" and the rule states cannont be cancelled by defence dice, Not that the critical actually cancels the evades effect.
Well, consider the opposite of what Khyros and I are saying--that is, the interpretation Deltmi, Jaden, etc. are applying. In the given case (CCHH vs EEE), it implies that CC get through regardless of the defense roll. But that means there are two [crit] left uncanceled, and I have one [evade] remaining that can't be used. And that, in turn, means this interpretation leaves me with two uncancelable crits.
But's Ten says that exactly one [crit] result is uncancelable. The most straightforward way to interpret that, by which I mean the one that is fastest and easiest to apply in play, is to say that if Ten rolls any nonzero number of [crit] results, one of them must remain uncanceled.
In the case of <hit> <hit> <crit> <crit> vs. 3x <evade>...
The first two evades cancel the first two hits in every case except the auto blaster, which we'll ignore for now.
So now you have <crit> <crit> vs. <evade>. The evade cancels the first one, and the second one goes through uncancelled. This satisfies Ten's ability " When attacking, 1 of your
results cannot be cancelled by defense dice."
If the defender had an Evade token, he could spend it to evade the ONE crit that manages to get through. At this point, he would take no damage even though it was from Ten.
I have to disagree. Let's keep with the roll outcome (HHCC vs. EEE) and no evade tokens:
Only 3 attack dice are eligible to be cancelled. Of the 3 dice, one of them is a Crit and that's when Ten Numb's ability comes into play. After applying his ability, the final outcome is CC with 1 Evade dice not used. The 4th dice will never come into play because the opportunity to cancel this die is impossible.
Only 3 attack dice are eligible to be cancelled. Of the 3 dice, one of them is a Crit and that's when Ten Numb's ability comes into play. After applying his ability, the final outcome is CC with 1 Evade dice not used. The 4th dice will never come into play because the opportunity to cancel this die is impossible.
This is irrelevant. The system doesn't look that deeply into the state, and "eligible to be canceled" is not a game concept.
Ten rolls some dice, which hopefully includes a {Critical Hit} result. You pick one of those {Critical Hit} results - that die cannot be canceled by defense dice. Bam, you're done. Defender now rolls, cancels what he can, and that's that.
Ten doesn't say anything about only affecting results which have the potential to be canceled by defense dice.
Only 3 attack dice are eligible to be cancelled.
All dice are eligible to be cancelled, so this isn't a accurate statement. The rules state that hits have to be cancelled first, but that's not at all the same as what you're saying.
Only 3 attack dice are eligible to be cancelled. Of the 3 dice, one of them is a Crit and that's when Ten Numb's ability comes into play. After applying his ability, the final outcome is CC with 1 Evade dice not used. The 4th dice will never come into play because the opportunity to cancel this die is impossible.
This is irrelevant. The system doesn't look that deeply into the state, and "eligible to be canceled" is not a game concept.
Ten rolls some dice, which hopefully includes a {Critical Hit} result. You pick one of those {Critical Hit} results - that die cannot be canceled by defense dice. Bam, you're done. Defender now rolls, cancels what he can, and that's that.
Ten doesn't say anything about only affecting results which have the potential to be canceled by defense dice.
What do you mean by "pick one of those crit hits". You don't get to pick anything.
Only 3 attack dice are eligible to be cancelled. Of the 3 dice, one of them is a Crit and that's when Ten Numb's ability comes into play. After applying his ability, the final outcome is CC with 1 Evade dice not used. The 4th dice will never come into play because the opportunity to cancel this die is impossible.
This is irrelevant. The system doesn't look that deeply into the state, and "eligible to be canceled" is not a game concept.
Ten rolls some dice, which hopefully includes a {Critical Hit} result. You pick one of those {Critical Hit} results - that die cannot be canceled by defense dice. Bam, you're done. Defender now rolls, cancels what he can, and that's that.
Ten doesn't say anything about only affecting results which have the potential to be canceled by defense dice.
What do you mean by "pick one of those crit hits". You don't get to pick anything.
Sure you do. It says one of the crits cannot be canceled. Picking one and saying "This is the one which cannot be canceled" is a perfectly reasonable way to implement that.
You can alternately take a more abstract approach, and say "You can cancel crits until there is only one left, then that one becomes uncancelable". That one has an advantage of being a bit more philosophical, but the end result is exactly the same.
My take is with 3 evade dice and H, H, C, C, 1st evade cancels an H. 2nd cancels another H. Third would cancel the 1st C, but thanks to card text, it doesn't. That uncanceled C satisfies Numb's text, and we move on. The last evade does get applied to and cancels the last crit.
1 crit is how I'd score it.
Edited by MikeEMcGeeI am surprised at the number of people who think the end result of HHCC vs EEE is 2 crits. If I roll 3 evades, cancel the 2 hits, and go to cancel one of the crits, and you say "you can't cancel that one because of Ten's ability." my response is "fine, then I'll cancel the other crit then."
Ten's ability cannot protect more than 1 crit and all of your attack dice are fair game, you don't set any aside when I have fewer evade results than you have hits. That's asinine. His ability only comes into play if I try and cancel all of your crits. if you roll CC and I roll EE, then one of your crits goes through. if you roll CC and I roll E, both of yours go through? Yeah I don't think so, nice try though.
I am surprised at the number of people who think the end result of HHCC vs EEE is 2 crits. If I roll 3 evades, cancel the 2 hits, and go to cancel one of the crits, and you say "you can't cancel that one because of Ten's ability." my response is "fine, then I'll cancel the other crit then."
And this approach has the advantage of not forcing you to say that Ten's one uncancelable crit means you can't cancel any crits at all.
Ten clearly says "1 [crit] result cannot be canceled". Any interpretation that forces you to argue that 1 = 2 is pretty suspect, from my point of view.
My TIE Fighter was just shot at by Ten. Ten got 2 hits and 2 crits. I rolled my 3 agility dice and got 3 evades. Here is the simple easy way.
My first evade cancels out the first hit.
My second evade cancels out the second hit.
My third evade will cancel the first crit because Ten's ability is as worded - When attacking, 1 of your
results cannot be cancelled by defense dice.
So as fore mentioned in the EXACT wording of Ten's ability the second crit which is 1 of the 2 is not cancelled by defense dice.
or from another angle!
My first evade cancels out the first hit.
My second evade cancels out the second hit.
The first crit is not able to be cancelled via Ten's ability.
My third evade cancels out the second crit because Ten's ability has already been met by the first crit not being cancelled by defense dice.
Edited by Bjorn RockfistI'm just curious here about the fact that Tens ability specifically says you can't use defence dice to cancel one crit. If you would already take one crit because you physically can't stop it due to a lack of dice then at what point are you actually using Tens ability to get a crit through. It would seem to me that in this scenario Ten is performing exactly as any other ship would on offence.
In the washout you are still using 1 defence dice to cancel 1 crit. That you have two crits to "pass" the evade on seems to me to be completely getting around Tens ability. Essentially you are passing over the defence dice to a hit that you would have suffered anyway without the help from Ten.
And please be gentle in your replies!
I'm just trying to understand
Edited by Dm1012It boils down to the rolled evade does not dissappear, it's still looking for a crit to hook up with to go make some Ewoks.
I'm just curious here about the fact that Tens ability specifically says you can't use defence dice to cancel one crit. If you would already take one crit because you physically can't stop it due to a lack of dice then at what point are you actually using Tens ability to get a crit through. It would seem to me that in this scenario Ten is performing exactly as any other ship would on offence.
In the washout you are still using 1 defence dice to cancel 1 crit. That you have two crits to "pass" the evade on seems to me to be completely getting around Tens ability. Essentially you are passing over the defence dice to a hit that you would have suffered anyway without the help from Ten.
And please be gentle in your replies!
I'm just trying to understand
You have it exactly right, actually: in the CCHH vs EEE scenario, Ten's ability doesn't affect the outcome, and it turns out the same way any other pilot's attack would. In fact, Ten's ability never affects the outcome unless:
(1) he rolls at least one crit, and
(2) his attack would otherwise miss.
I still am having a hard time understanding how only 1 critical is making it through when it should be 2. Tens ability does not trigger until the dice start matching up against each other. There is no "picking" of dice needed. You simply start matching the dice up. In the example that was given for instance critical, critical, hit, hit and evade, evade, evade. First off.. the two hits get eliminated by matching up the 2 of the 3 evades which leaves 1 evade dice left. Then we match up the remaining evade dice to one of the 2 critical results. This would normally cancel a critical however tens ability triggers here since the defender is trying to cancel a critical with this remaining evade dice. Tens ability subsequently stops the dice from canceling it. Last we have the remaining critical hit however there is no evade dice to match up to it so it goes uncanceled.
Ten's ability does not read: two of your <Crits> can not be canceled by defense dice, it says "one". And one is not canceled by defense dice.
It also does not read "One of your <crits> nullifies a defense result", or anything similar. In the case of CCHH vs 3 defensive dice, his ability is not going to come into play regardless of the resulting defensive roll. His ability guarantees one crit gets through (if he gets one), and sure enough, one does.
Ten's ability does not read: two of your <Crits> can not be canceled by defense dice, it says "one". And one is not canceled by defense dice.
It also does not read "One of your <crits> nullifies a defense result", or anything similar. In the case of CCHH vs 3 defensive dice, his ability is not going to come into play regardless of the resulting defensive roll. His ability guarantees one crit gets through (if he gets one), and sure enough, one does.
True but your only rolling 3 evade dice vs 4 attack dice, one should automatically get through due to the fact you didn't roll a dice to attempt an evade. Same as if you rolled 2 evade dice and had 3 attack dice showing hits, you could only potentially evade 2 out of the 3 since your lacking a dice.
It's not about trying to cancel 2 criticals it's more a matter of there is a higher attack vs a lower agility, 4 dice vs 3.