Question about one of the FAQ answers

By Inquisitorsz, in Imperial Assault Rules Questions

Just to clarify from the FAQ topic...

" " Start of Round " and " End of Round " are considered single instances so you could not play multiple copies of Jundland Terror or Reinforcements at once, even if you used different eligible targets for those cards’ abilities."

Does that mean you can only ever play one Start of Round card in that instance? Or only 1 copy of a Start of Round Card?

If I play Take Initiative, can I still Reinforce that round?

That is correct only one card with the requisite 'at start of round' may be played.

One copy. You can play multiple "start/end of round" cards. For example, you could play Jundland Terror, and then Reinforcements.

One copy. You can play multiple "start/end of round" cards. For example, you could play Jundland Terror, and then Reinforcements.

Cheers Fizz, but that's still not quite clear. Jundland Terror is an End of Round card. That's technically a different step than Start of Round like Reinforcements. Makes sense that you can use them both.

But what about two different Start of Round cards like my example.... or Close the Gap?

Is the instance

"one opportunity to play a single start of round card at the start of the round"

or is it

"here's the start of a round play any cards that can be played now"

I know that the FAQ species multiple copies of the same card... but the triggers are the same. I don't see how that's different from playing two different start of the round cards.

Actually further to that... there doesn't even seem to be any "start of the round" phase. After the "pass initiative" step, you so straight to the activation phase. RAW there's no way to actually play Take Initiative lol.

Unless I'm missing something this really needs a clarification.

I found the rule. Disregard.

Edited by Inquisitorsz

Also.... I found the rule about using the same command card twice

"A player cannot play multiple copies of the same Command card at the same time. For example, if a card provides “+2 Accuracy,” the player cannot play two copies of the card to gain +4 Accuracy for one attack"
That's a separate rule for command cards and has nothing to do with timing or end of rounds etc.

So to me that sounds like yes I can play multiple end of round or start of round cards.... just can't play copies.

Status Phase looks like this:
Ready deployment cards

Draw Command Cards

End of round mission effects (initiative breaks ties)

Player with initiative does all of his end of round cards first, then opponent

Pass initiative

Activation Phase

Player with initiative does all of his start of round cards first, then opponent

I think that's clear to me now...

Thanks for letting me talk it out with myself =P

Edited by Inquisitorsz

Just to confirm you can play multiple cards in either phase but not more than one copy of the same card. So you can play ferocity and Jundland terror or Take Intiative and Reinforcements during the end or beginning of a turn respectively. Or any other combination of cards that happen during the same timing instance.

Sorry about that, that's my fault. I wasn't paying attention to my answer. The cards listed in the example at there since there are only a handful of cards that you can have more than one copy of in your deck that play at the start or end of round.

You cannot play multiple copies of the *SAME* card during the "end of round" or "start of round". You can play multiple cards during these timing instances as long as they have different names.

Example 1: At the end of round, you cannot play 2 copies of Jundland Terror , even if you had separate targets.

Example 2: At the start of the round, you cannot play 2 copies of Reinforcements , even if you had separate targets.

Example 3: At the start of the round, you can play Collect Intel , followed by Reinforcements , followed by Close The Gap , followed by Set A Trap , etc...

Question about Set a Trap...

When you choose the tile, are you telling your opponent which tile the trap is on? Seems like it would be pretty obvious to stay off that tile, so I get that you could use it to discourage moving onto a key tile, but still seems like a subpar command card if the opponent knows to expect the trap.

Yeah it is kinda a subpar command card. Good for area denial but the attack doesn't happen very often.

On the new Nelvaanian War Zone map, where all the objectives start on a single tile, Set A Trap could see more play.

Edited by Fizz

Possible but I'd still say unlikely. Especially with Bespin coming out now giving us even more cards to choose from in the 0 Slot. It's just not consistent enough to be worth a slot in a 15 card deck IMO.

On the Cantina map, where all the objectives start on a single tile, Set A Trap could see more play.

As of yesterday the cantina is now the oldest map on rotation though. If it hasn't made an appearance before now I just don't think it's ever going to happen. We'll see if Nevaarian War Zone changes anything but I doubt it.

I have Set a Trap in my deck. I've used it on the Cantina map ... I sincerely don't understand, that other players don't. It's a free additional attack. And you can yell: IT'S A TRAP!

If it was a free additional attack then obviously everyone would be playing it. It just hasn't worked out that way for me in my experience. I'd rather have Urgency, Fleet Footed, Take Intiative, Element of Surprise, Rally and Deadeye in most decks before I take Set A Trap. And even after that depending on what list you are running Opportunistic, Planning, There is Another and I Can Feel it could fit in somewhere. There are just better 0 cost cards with tangible benefits and often you don't gain anything from Set a Trap. And even if you are just talking about using it for area denial with the hope of an attack you still have to position your units in a way that an attack could happen which could screw your movement as much as it does your opponents. Just don't think it's worth the opportunity cost.

I have Set a Trap in my deck. I've used it on the Cantina map ... I sincerely don't understand, that other players don't. It's a free additional attack. And you can yell: IT'S A TRAP!

Erik Bauersfeld, who voiced Admiral Ackbar in both ROTJ and TFA, died on Sunday, April 3rd, 2016

I, for one, am adding "Set A Trap" to my command deck in his honor, and will yell "It's A Trap!!" every time I play it.

http://www.starwarsunderworld.com/2016/04/erik-bauersfeld-voice-of-admiral-ackbar.html?m=1

Edited by Fizz

I have Set a Trap in my deck. I've used it on the Cantina map ... I sincerely don't understand, that other players don't. It's a free additional attack. And you can yell: IT'S A TRAP!

I thought the correct response was "you've activated my trap card!"

I have Set a Trap in my deck. I've used it on the Cantina map ... I sincerely don't understand, that other players don't. It's a free additional attack. And you can yell: IT'S A TRAP!

I thought the correct response was "you've activated my trap card!"

NO! NO! NO! NO! NO! NO! NO! Yu-GI-NO!

Although, when my Bantha gets killed I cry out "YOU SANK MY BANTHASHIP!!!"