Dual Upgrade Reference Card

By TasteTheRainbow, in X-Wing

"When a Dual Upgrade is discarded, it ceases to have any game effect." Done and done.

I honestly don't understand why people thought you may have been able to switch it every round of the game. Were they not having enough games go to time??

Because the 2 seconds it takes to flip a card once a round would make a difference?

"When a Dual Upgrade is discarded, it ceases to have any game effect." Done and done.

Bu that is not on the rules reference.

Come to think of it, the changing of discarding to mean 'flip the card over' in the actual rules reference, instead of just during tournaments, was naturally done in preparation of dual upgrade cards.

Just as the no barrel rolling or boosting off the field was done in preparation for Tractor Beams.

I'm glad that you don't get to flip this during the game, would get annoying in certain circumstances and turn it into a sort of power card like VI.

A zero cost card should provide a very slight benefit because it's free. Its cost is just the opportunity cost of not running predator or something, but if you weren't going to run an EPT anyways it's a straight buff.

I honestly don't understand why people thought you may have been able to switch it every round of the game. Were they not having enough games go to time??

Because the 2 seconds it takes to flip a card once a round would make a difference?

More of a corner case, for sure, but imagine two lists facing each other where every ship has Adaptability and there are reasons to want higher/lower PS (blocking, shooting before recloak, picking up TL's, etc). Now imagine Adaptability can be flipped every round. Every single turn, before you set dials, starting with the player with initiative, you both have to decide for every ship you have whether or not to flip your Adaptabilities over.

And, on top of that, it's a corner case even for a single ship to have a reason to want to flip in a game. It would just be adding those 2 seconds per round for the sake of adding 2 seconds per round.

I'm glad that you don't get to flip this during the game, would get annoying in certain circumstances and turn it into a sort of power card like VI.

A zero cost card should provide a very slight benefit because it's free. Its cost is just the opportunity cost of not running predator or something, but if you weren't going to run an EPT anyways it's a straight buff.

Exactly.

Edited by ObiWonka

How many of this card come in wave 8? I'm terrified that this card is going to be the most common card in x-wing. The initiative phase just gained a lot more analysis paralysis.

How many of this card come in wave 8? I'm terrified that this card is going to be the most common card in x-wing. The initiative phase just gained a lot more analysis paralysis.

2 per Mist Hunter.

And no, it won't, because it will only need to be decided once, and it will be VERY rare that the decision will actually be difficult.

I was thinking something like this:

Arvel Crynyd (23)
Chardaan Refit (-2)
Adaptability (-1) (0)
A-Wing Test Pilot (0)
Total: 21
To make Arvel a better blocker and increase his chance of having and action for repositioning, attack or defense.

It's a zero point card. The only cost is the slot. It doesn't have to be that good, it only has to be better than nothing and about half as good as Crackshot/VI.

I think it's pretty baller for what it does. I really like all my ships the same PS and there are many combinations I would love to try except for they're out by 1.

"When a Dual Upgrade is discarded, it ceases to have any game effect." Done and done.

Bu that is not on the rules reference.

Come to think of it, the changing of discarding to mean 'flip the card over' in the actual rules reference, instead of just during tournaments, was naturally done in preparation of dual upgrade cards.

Just as the no barrel rolling or boosting off the field was done in preparation for Tractor Beams.

Well, the rules reference goes on to state, "The card is out of play for all purposes except when determining the total squad point cost of the ship to which it was equipped," so it doesn't matter if it's double-sided, it's out of play and has no effect.

How many of this card come in wave 8? I'm terrified that this card is going to be the most common card in x-wing. The initiative phase just gained a lot more analysis paralysis.

The Mist Hunter comes with two copies - one expansion should cover you in most cases and is definitly warranted by the ship, two (4 cards) should be enough for any squad you want to do, three (which is my goal for a scum panic attack with Torkil Mux) should cover any squad possible (outside of 7 Black Squadron Pilots with PS5).

Edited by Admiral Deathrain

I thought this would be a great idea for a tractor vessery and a Vader. Get to either shoot the tractor beam or Vader first. But to choose one face for the rest of the game is limiting.... Not flexible.... Adaptable if you will. Have to rethink this EPT

Um... interesting. Here are a few things to keep in mind:

- You must decide which side of the card faces up during setup, so you can switch between games in a tournament as far as I can tell.

- Setup is done before initiative is determined and is revealed at the same time.

- Technically, this therefore means that players must determine which side of the card is up before looking at their opponent's squad... but you can easily look at your opponents' squads between games.

99% of the time, this will have no impact, but in a case of a mirror match, for example, then players will have to "reveal" at the same time.

This will be... interesting.

I'm stoked. I run Palob without an EPT because I was limited on points cost for my list. Now I can add it to him and compete with some Brobots I face in my area. I usually win initiative with my build against them. Good days ahead.

Um... interesting. Here are a few things to keep in mind:

- You must decide which side of the card faces up during setup, so you can switch between games in a tournament as far as I can tell.

- Setup is done before initiative is determined and is revealed at the same time.

- Technically, this therefore means that players must determine which side of the card is up before looking at their opponent's squad... but you can easily look at your opponents' squads between games.

99% of the time, this will have no impact, but in a case of a mirror match, for example, then players will have to "reveal" at the same time.

This will be... interesting.

This is wrong.

You decide when you place the ship in play during setup (step 5 in setup).

So you can decide what side when you position your ship. You will have full knowlage of the enemy fleet.

What I do want to know is do I use my base pilot skill for placement, since adaptability is not set until it's placed.

I thought this would be a great idea for a tractor vessery and a Vader. Get to either shoot the tractor beam or Vader first. But to choose one face for the rest of the game is limiting.... Not flexible.... Adaptable if you will. Have to rethink this EPT

Did you mean Rexler? Vessery and Vader are too far apart in terms of PS for a +1/-1 to make one fire before/after the other.

I thought this would be a great idea for a tractor vessery and a Vader. Get to either shoot the tractor beam or Vader first. But to choose one face for the rest of the game is limiting.... Not flexible.... Adaptable if you will. Have to rethink this EPT

Did you mean Rexler? Vessery and Vader are too far apart in terms of PS for a +1/-1 to make one fire before/after the other.

Vessery with VI is an 8.

I thought this would be a great idea for a tractor vessery and a Vader. Get to either shoot the tractor beam or Vader first. But to choose one face for the rest of the game is limiting.... Not flexible.... Adaptable if you will. Have to rethink this EPT

Did you mean Rexler? Vessery and Vader are too far apart in terms of PS for a +1/-1 to make one fire before/after the other.

VI on Vessery, Adaptability on Vader, can make them both 8.

Well they should of said that then :P

Um... interesting. Here are a few things to keep in mind:

- You must decide which side of the card faces up during setup, so you can switch between games in a tournament as far as I can tell.

- Setup is done before initiative is determined and is revealed at the same time.

- Technically, this therefore means that players must determine which side of the card is up before looking at their opponent's squad... but you can easily look at your opponents' squads between games.

99% of the time, this will have no impact, but in a case of a mirror match, for example, then players will have to "reveal" at the same time.

This will be... interesting.

This is wrong.

You decide when you place the ship in play during setup (step 5 in setup).

So you can decide what side when you position your ship. You will have full knowlage of the enemy fleet.

What I do want to know is do I use my base pilot skill for placement, since adaptability is not set until it's placed.

My mistake, my first reflex was to read the setup procedures for the tournaments instead of the one of the rules reference book (and I read the dual card incorrectly as well).

I guess that when placing your miniature, you have the opportunity to place your ship during either PS rating. In the case of a mirror match (let's take Vader):

- Player with initiative decides if he wants to deploy Vader at PS 8

- Player without initative decides if he wants to deploy Vader at PS 8

- If either of those players did not place Vader at PS 8, they must place him at PS 10 in order of initiative.

Sounds about right, I think.

Um... interesting. Here are a few things to keep in mind:

- You must decide which side of the card faces up during setup, so you can switch between games in a tournament as far as I can tell.

- Setup is done before initiative is determined and is revealed at the same time.

- Technically, this therefore means that players must determine which side of the card is up before looking at their opponent's squad... but you can easily look at your opponents' squads between games.

99% of the time, this will have no impact, but in a case of a mirror match, for example, then players will have to "reveal" at the same time.

This will be... interesting.

I don't think that's right, but the wording on the reference cards requires some interpretation. Unfortunately.

The reference card tells us that Adaptability doesn't become active until it is placed in the play area (third paragraph). I'm sure they mean it becomes active when the ship it is equipped to is placed in the play area. The play area is the 3x3 foot zone where ships move around.

We don't place our ships in the play area until after we have determined initiative. That's how we figure out the ship placement order. Adaptability hasn't activated at this point.

So you place ships in Pilot Skill order (Veteran Instincts applies here, but Adaptability doesn't). When you place a ship, that's when you decide which side of its dual card upgrades to use (second paragraph).

The order seems to be:

1. Show up with your squad materials, arrange them outside of the play area next to your starting edge.

2. Determine initiative.

3. Ignoring all dual cards (because they are not yet active), place ships in the play area, starting with the lowest PS, ascending order, etc. When you place a ship that is equipped with dual upgrade cards, you decide which side of those cards to use (second paragraph). They are now active (third paragraph).

I could be wrong, but I think that's the "do what the card says to do; do not do what the card does not say to do" reading of the reference card.

Edited by DagobahDave

Except that dual upgrade cards have to be equipped to be placed and nothing suggests that they are equipped by anything other than the normal rules for equipping upgrade cards.

Literally the only difference is that you choose a way up for them to be during setup.

We may just have to wait to see if there is anything in the package itself to see if there are additional comments, examples or instructions in it.

We may just have to wait to see if there is anything in the package itself to see if there are additional comments, examples or instructions in it.

These rules came from the package.

"When a Dual Upgrade is discarded, it ceases to have any game effect." Done and done.

Bu that is not on the rules reference.

Come to think of it, the changing of discarding to mean 'flip the card over' in the actual rules reference, instead of just during tournaments, was naturally done in preparation of dual upgrade cards.

Just as the no barrel rolling or boosting off the field was done in preparation for Tractor Beams.

Well, the rules reference goes on to state, "The card is out of play for all purposes except when determining the total squad point cost of the ship to which it was equipped," so it doesn't matter if it's double-sided, it's out of play and has no effect.

Not quite and this is something that will need to be addressed in rules or FAQ.

Rules reference:

When an Upgrade card is discarded, it is flipped facedown. The card is out of play for all purposes except when determining the total squad point cost of the ship to which it was equipped. If an Upgrade card is flipped faceup by a game effect, it returns to play equipped to the same ship.

Dual Upgrade Rules:

Dual Cards are double faced. If you flip it, the faceup side is active.

That, to me, would indicate that when discarding a dual upgrade, the other side becomes active.