Pryce Wars

By SkyCake, in Star Wars: Armada Rules Questions

So if both players have Pryce and name the same round who goes last? Seems like second player does...

2 minutes ago, SkyCake said:

So if both players have Pryce and name the same round who goes last? Seems like second player does...

You know the answer to this one, mate. Its the same as a Han-Off :P

RRG, Page 5: EFFECT USE AND TIMING

• If both players have effects with the same timing, the first player resolves all of his effects with that timing first.

Edited by Drasnighta

So if Pryce is popular, using her as first player to get a last first setup for a turn will run into a lot of Pryce mirrors that could simply name the same round as you do to take away that last first advantage correct?

6 minutes ago, SkyCake said:

So if Pryce is popular, using her as first player to get a last first setup for a turn will run into a lot of Pryce mirrors that could simply name the same round as you do to take away that last first advantage correct?

Yep, but the other option is to not and try to capitalize yourself on a different turn.

Wasn't there some dispute as to whether Pryce can trigger on the same round in two fleets because the round markers themselves are potentially limited to one each?

15 minutes ago, OlaphOfTheNorth said:

Wasn't there some dispute as to whether Pryce can trigger on the same round in two fleets because the round markers themselves are potentially limited to one each?

There was, but I think it unlikely.

The set that's being used to track the rounds requires that the token for the current round be placed beside the play area at the start of the round. It is still in use on the card at that point, and can't be in two places at once. So it follows that they will probably include a set of round tokens with the expansion for the player to use for his own upgrade, and thus won't be constrained by the round tokens already in play for tracking turns.

Also, you're going to run into the same issue if one player brought Pryce and the other brought Bail, and it doesn't really make much sense to me to constrain one card with respect to an unrelated one.

All that said, that's obviously a long string of "probably" and interpretation, so it's far from settled. It sounds weird, but I think that the presence or absence of round tokens in the expansion pack will give some credibility to one interpretation or the other: the inclusion of round tokens would indicate that uniqueness of the tokens should not be a constraint.

To place the other part of the argument here I think the game is played with one set of round tokens. Since the first player takes one of the round stack first and places it on his Pryce ship, the second player cannot choose the same token any more.

counter argument... says we're only to use 1 set of round tokens where? The rules tell us to place a round token with the next highest number in the status phase to keep track of the round & thats it.

Each player should have their own set ... otherwise how do they have a damage deck?

Also there's this little bit from the tournament guide bottom of page 5

Essential tokens are ship, obstacle, and objective tokens. Other tokens are not essential components.

32 minutes ago, Norell said:

To place the other part of the argument here I think the game is played with one set of round tokens. Since the first player takes one of the round stack first and places it on his Pryce ship, the second player cannot choose the same token any more.

That's fair, and thanks for articulating the opposite viewpoint.

Note, though, that you're not specifically instructed to take the token from the set being used to track the rounds.

The text:


RRG pg 12 STATUS PHASE: "At the end of this phase, the first player places the round token with the next highest number to the side of the play area to indicate the number of the next round."

swm29-governor-pryce.png

The big issue I run into with your interpretation is that, if you're intended to only play with one set of round tokens, the token on Pryce would have to be in two places at the same time, RAW, even if there is only one of her in play. Pryce instructs you to put a round token on her card; the RRG instructs you to put it beside the play area to track turns.

Now, upgrade cards override the RRG, so there's no ambiguity there. The problem is that you have a breakdown in game mechanics: you have no mechanism for tracking the current round. Say you're Prycing on turn 3. What mechanism is there in place to make sure you don't forget whether you're on turn 2 or 3 once you've moved into turn 3, since that round token is sitting on Pryce instead of marking the turn? Furthermore, you have no mechanism for advancing to turn 4, as during the Status Phase you put out the token with the "next-highest" number to track the incremented turn. Or do you take the token off of Pryce at the transition from turn 2 to turn 3--and if so, how do you then track what turn to trigger her on, since there's a gap between when the token is removed and her trigger?*

I think these two facts indicate that Pryce cannot be pulling that round token from the set that is being used to track the current round, and must therefore be pulling it from a second set. If that is the case, there is no reason to think that token availability is intended to be a constraining mechanic, because you're already drawing from an implied silicate set of counters.

Again, it's far from open and shut and I think you can reasonably disagree with me, but that's my reasoning. I hope it makes sense.

*edit: obviously, yes, for practical purposes, "you can just remember it" is an answer. But lots of things happen in this game that you can just remember, but if you don't have a clear denotation of it in the play area, the game state is ambiguous. And the paradigm of this game's design is to leave no element of the game state up to "just remember it." Otherwise I'd be sailing into combat without shield dials and constantly forgetting that I'd taken shield damage. ;)

Edited by Ardaedhel

IF you play with only 1 set of round tokens (why on Coruscant would you?), then just using Pryce breaks the game:

1. I put the round 2 token on Pryce (for example)

2. Status phase round 1... round 2 token is gone!

3. Paradox ensues.

4. The table and both players are sucked into hyperspace, never to be seen again.

Move along, and may the Force be with you!

swm16_spread.png

Where is the grav shift reroute token?

I am sure my dictors came with one each of them though <_<

Interestingly, the Tournament Regulations may shed a bit of light on this (in much the same way as they shed light on the Chimaera title)...

Quote

Players are responsible for tracking the number of completed game rounds in their game. To keep track, the second player places a round-tracking token on the active objective card during the status phase. Players may use another method if both players agree.

Since players are explicitly given the choice of using a different method of tracking rounds, I can't imagine that the stack of round tokens is a shared set that the rules mandate must be used between the players. Note that round tokens are also not listed as "essential components".

Since the use of round tokens to track rounds seems pretty loose, even in the Tournament Regulations, I think their secondary use as an indicator for which turn Pryce's ability is just as loose. In addition, there is a well-established rule for resolving the apparent timing conflict of a Pryce mirror match. In other words, we don't NEED to have the round tokens be a single shared stack to resolve some rules conflict, because...there IS no conflict!