Hello , can someone confirm this. I just opened c-3PO and his "action " ability seems way too strong. He can remove his dice to resolve one of my dice as if it were showing different symbol? There are characters with 3 ranged /melee damage or very powerful special abilities , so every time i used " action " on C-3PO card i can turn the dice to any symbol ???
Edited by SaifurCard question
Not turn the dice. The symbol on the dice can be a different symbol, but the value stays the same. If you are showing a 2 disrupt side, with C3PO's action ability it can be resolved as a 2 melee for damage. You can also choose to resolve it as a 2 special, which will take the effect of the special one time. It is definitely a power ability, that C3PO.
Oh , ok got it , well yea its still quite powerful. Thanks for the reply.
ANother question if someone can help me here, thanks. Rebel Commando special ability- remove an opponent die - can he removed a die thats not rolled yet ? Or the character which die you want to remove has to be activated ?
32 minutes ago, Saifur said:ANother question if someone can help me here, thanks. Rebel Commando special ability- remove an opponent die - can he removed a die thats not rolled yet ? Or the character which die you want to remove has to be activated ?
You can't interact with dice if they are not in the players dice pool. So yeah, the dice has to have been rolled in to the pool. Strictly speaking the character doesn't have to have been activated - for example, Bib Fortuna allows you to roll a character dice in to your pool without activating the character, or Director Krennic allows you to roll a Death Trooper dice in to the pool after you activate him. In these cases, the 'extra' dice can be removed.
You can not manipulate dice not in the pool. So yes, he has to roll in the dice and has not yet resolved it, i.e. still in the pool. Once the die gets removed, it leaves the pool and goes back the owners card for later use. So remove the die doesn't mean from the game, just the dice pool.
Thanks , and last question, the " Force throw " card, does it mean you can take any die from the pool to use its ability , or it has to be one of your dice? I am asking because its not very clear, card text says " Remove a die " , it doesn't specify if it has to be your die ?
1 hour ago, Saifur said:Thanks , and last question, the " Force throw " card, does it mean you can take any die from the pool to use its ability , or it has to be one of your dice? I am asking because its not very clear, card text says " Remove a die " , it doesn't specify if it has to be your die ?
Unless specified, die regards to any dice in the two players rolled in pool.
Just to make sure i am building my decks right, could someone give me some quick pointers - how many support, event and upgrade cards should a good, well balanced deck has ? I think my decks have around 6 upgrades ( 3 for each character i guess ) and around 4 support, the rest events.
I played against Palpatine and royal guard , I had Obi Wan and commando trooper, half way through my deck my both characters were with 2 hp left and in a couple more rounds they died. Palpatine , combined with his upgrade cards was dealing 4 to 6, sometimes even 7 damage every time ,and not to mention his other character who was dealing some damage too....I mean this card is just too much.
Is there specific counter against Palpatine ? Specific card or cards that help ? I had the commando card that takes opponent die if I roll the special ability, which happened like twice for the whole game we had, so didn't really worked too well...
And he also has 15 HP, its absurd , i was focusing my both characters on him ,all the damage , got him to 6 hp left.
My opponent support cards were also rolling shield dice and placing them on Palpatine , i mean wtf , I felt like he is unkillable ...
It's usually approx 10 dice cards.
6-8 dice removal cards at minimum.
The rest tailored to suit the playstyle of the deck.
As a general guide.
@Saifur The games are meant to be played quick with 6-10 damage being done per turn. Palpatine is a very good character but the counter is character dice removal. Just make sure you have plenty of it and remove his dice whenever you can. Most people play him elite without the guard because his dice are that good. He is only one dude with two dice, so he falls hard on heavy control decks.