I'm Calling the Dual Card Ruling Now!

By GrumpyMuffin, in X-Wing

I believe the card will allow you to choose which side you want to use EACH ROUND of a game/match. Perhaps during planning or end phase for balancing reasons. Several reasons I see for this conclusion:

  1. Its double sided. If you had to choose ONLY at the start of a match then why not just print 2 separate cards.
  2. The name of the card is "Adaptability." Choosing one time, at the start of the match doesn't seem very adaptable to me.
  3. They're introducing a new card type (Dual Card) into the game. Again, if you can't use it during the match why bother adding an unnecessary rule/card type.
  4. Limiting it to having to declare only at the start of a match seems to me that the card would therefore be specifically designed for tournament play because you're obviously playing multiple rounds. Casual play is just one-offs so, again, why bother introducing all these new elements for one offs, just print separate cards and be done with it.
  5. Given #3, I can't see FFG, from a business standpoint, designing/printing a card that only makes sense in a multiple round tournament environment. I think we all forget sometimes that probably the overwhelming majority of people playing x-wing may never set foot in a tournament.
  6. The suggestions about having to assign it to 2 of your ships and have opposite sides up contradicts the way the article is worded. Now I know FFG articles often have their issues but I just don't see that.
  7. Some have said that swapping it during a match is OP, given the 0 cost. But, it does have a drawback of taking up your EPT slot, so I think that does matter.

So I think it's neat and opens up a lot of future possibilities. Of course I could be completely wrong and that's OK too.

Stop it. Just stop it. You bring to much logic, reason, and clear thinking to an internet forum.

I think it's pretty likely that it is a two-sided card which you can flip as the game progresses to assist your pilot, i.e. to help him be adaptable...

Edited by Dr Zoidberg

i really don't see why you would use the -1.

To improve a blocker

Because several things guarantee crits now (mangler, ATC) and you want your crit dealer to fire after your other ships

Because you want to equalize your squad so everyone gas the SAME ps, giving you the choice of what order to activate them

i really don't see why you would use the -1.

To improve a blocker

Because several things guarantee crits now (mangler, ATC) and you want your crit dealer to fire after your other ships

Because you want to equalize your squad so everyone gas the SAME ps, giving you the choice of what order to activate them

a 0 point upgrade to either increase or decrease your PS by one would be interesting. Especially if it can be used mid game.

If it's -1 points to decrease your PS by 1 before the game, or 0 points to increase your PS by 1 could be interesting as well. Let's you be more fluid with initiative bid, if you need it to be, but the pilots that need initiative usually already have an EPT they need to function to the best of their abilities...

I actually prefer the idea of being able to choose after the planning stage, but before Activation (if those are the right terms...). That way, if both players have Adaptable pilots they have to try to guess which way their opponent is going, as well as their manoeuvre.

This is where we ask "Why didn't FFG show the actual Dual Cards card in the article?".

You've never heard of a little thing I like to call 'showmanship'? :)

While we have been talking about the card itself, I noticed that there is also a reference card for dual cards. It may have much more information on how the dual ability cards are to be used.

Hmmm... Daring theory. This thread has really generated some incredible propositions.

I'll go one further - I'd like to go on record as the first to surmise that there will be a bunch of superfluous target lock and focus tokens included in the expansion pack.

Some people just see the world differently.

i really don't see why you would use the -1.

To improve a blocker

Because several things guarantee crits now (mangler, ATC) and you want your crit dealer to fire after your other ships

Because you want to equalize your squad so everyone gas the SAME ps, giving you the choice of what order to activate them

Wedge firing after Wes, except for if there's a PS9 arc-dodger around and you decide you'd prefer PS 10 instead? :)

i really don't see why you would use the -1.

To improve a blocker

Because several things guarantee crits now (mangler, ATC) and you want your crit dealer to fire after your other ships

Because you want to equalize your squad so everyone gas the SAME ps, giving you the choice of what order to activate them

Wedge firing after Wes, except for if there's a PS9 arc-dodger around and you decide you'd prefer PS 10 instead? :)

Giving Wes 'Adaptability' instead of VI gives me the extra point I need to squeeze Predator onto Luke in my Wedge, Wes, Luke 'Rogue Squadron' build. I can still get Wes to fire before Wedge (who is packing 'Opportunist') and Luke gets a re-roll.

Im looking forward to seeing how else I can use the card elsewhere.

This is where we ask "Why didn't FFG show the actual Dual Cards card in the article?".

But these articles have a history of being imprecise and sometimes incorrect. I remember a certain K-Wing preview which was apparently just plain wrong and promised stuff that was not possibke afterwards...

Edited by ForceM

Hey. A-Wings can get two EPTs.

So... Can you double-up on one? I mean, you shouldn't- but could you?

Nope. You can't have two of the same EPT with A-Wing Test Pilot.

If it's simply "you can choose at [some point] to do x or y" why wouldn't they just write that as the card text on a normal card? Gotta be more to it that that.

Edited by mazz0

If it's simply "you can choose at [some point] to do x or y" why wouldn't they just write that as the card text on a normal card? Gotta be more to it that that.

- They've probaby got more of these cards planned.

- The rules regarding dual upgrades are more than you can easily fit on a single card that also has art and the details specific to the upgrade.

- It's easier for them to tweak the rules on a single rule card than it is the text on multiple upgrade cards if they want to adjust it in the future.

Even if it is a simple "you can choose at [some point] to do x or y" there are probably a few extra lines that want to add in to allow for certain interactions.

Edited by WWHSD

If it's simply "you can choose at [some point] to do x or y" why wouldn't they just write that as the card text on a normal card? Gotta be more to it that that.

- They've probaby got more of these cards planned.

- The rules regarding dual upgrades are more than you can easily fit on a single card that also has art and the details specific to the upgrade.

- It's easier for them to tweak the rules on a single rule card than it is the text on multiple upgrade cards if they want to adjust it in the future.

Even if it is a simple "you can choose at [some point] to do x or y" there are probably a few extra lines that want to add in to allow for certain interactions.

You could say that about plenty of clauses that appear on several cards. I dunno, you might be right, but I'm not convinced.

Oh, it could be we're both right! Maybe it is double sided and you can flip it at certain points, but if you take it you have to take the other and you can't have them both the same way up at the same time.

That would be more like "cooperation" than adaptability. I'm tending toward the only reason we get two in a pack is to prevent the high level of moaning about "pay to win" that would have followed if there had only been one...

I believe the card will allow you to choose which side you want to use EACH ROUND of a game/match. Perhaps during planning or end phase for balancing reasons. Several reasons I see for this conclusion:

  1. Its double sided. If you had to choose ONLY at the start of a match then why not just print 2 separate cards.

This would allow you to choose if you want your ship to be a blocker or an "arc dodger" before the match begin based on the opponent list.

Edited by Wildhorn

That would be more like "cooperation" than adaptability. I'm tending toward the only reason we get two in a pack is to prevent the high level of moaning about "pay to win" that would have followed if there had only been one...

In fact, that's almost exactly what they said in the news post:

"The card's introduction as a zero-cost upgrade means that players everywhere will soon have an elite pilot talent upgrade that they can add to any squad for which they previously had no upgrade options in budget. Accordingly, it is bound to make appearances nearly everywhere, and you will find two copies of the upgrade in the expansion."

I'm more concerned about if BOTH players are running it. Or if both players are running 2-4 copies of it. In what order do they resolve?

My guess on resolution would be intitive then ps order

The card's printed on both sides fairly clearly. The question is if you set it at the start or if you can dynamically adjust skill during the game.

So... Can you double-up on one? I mean, you shouldn't- but could you?

No, but it does mean we'll never get a PS9 A-wing.

I'm going with the simplest option: Duting setup, after your opponent has revealed their squad you may choose +1 or -1 PS for the remainder of the match.

Or something like that.

Might be interesting if it flips between phases.

So if you want to activate at +1 PS, you are then forced to shoot at -1 PS - and vice versa

I was thinking maybe you can flip the card as an action?