Is there any rule on how to interpret the impact of cards that are dependent on the position of the DS dial, when using the Multiplayer dial?
Example:
Preparation for Battle : Your shielded units cannot be damaged while the Death Star dial is 4 or lower. Your shielded units gain [blast Damage] while the Death Star dial is 8 or higher.
Desperation - Play only if the Death Star dial is 8 or higher. Action : Destroy each unit without an enhancement on it.
Hand of the Emperor : Reduce the cost to play this event by 1 if the Death Star dial is 4 or lower. Reaction : After an enemy unit is declared as an attacker or defender, place 1 focus token on it.
In a multi-player game (especially 2-vs-2), the DS dial will be on 8 or higher for longer than in a normal game. Recently, we were playing against the DS challenge deck and were thoroughly getting put through the wringer by the DS player (first turn Darth Vader ) ... but when the DS dial went up to 9 and we had hardly any units in play ourselves, I wiped the board with Desperation . True, in this case it was an act of desperation because the DS player also had 12 resources ready and put the DSII in play the next turn, but it did feel a very OP effect considering the number of turns the game theoretically could still have gone on.
And in a 2-vs-2 game, it would wipe the DS board with half the game still needing to be played.
Also, theoretically if the DSII would already have been in play when I played Desperation , would it have been destroyed as well? DSII is a unit and if it has no enhancements on it, it would be just as vulnerable as any other unit, right?