Ten Sets limited, or an optional number. Which is better in your opinion?

By AshesFall, in Star Wars: The Card Game

Hello Guys.

When I read this article;

http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=175&esem=1

I saw that they referred to "ten or more objective sets"

"Each player chooses an affiliation card and a stack of ten or more objective sets. Each objective set includes six cards: one objective and five corresponding cards that go into a player’s command deck. The compositions of players’ command decks are automatically determined by the objective sets they choose. This brand new model makes deck-building more accessible to new players, as they have only to select ten objective sets and combine them rather than assemble an entire deck, individual card by individual card."

In the recent article building preview it sort of sounds like they mean ten objective sets, period.

Both offers interesting challenges, the ten objectives limitation forces careful priorities while the unlimited objective alternative means careful balancing between quality and quantity.

Which of these options do you like the most?

Might want to read again, in the newest article it says:

"In Star Wars, instead of selecting each card individually, players build their decks by choosing ten or more objective sets and dividing them into objective and command decks."

Personally I wish they had just put a 10 limit on it. But since you can lose by decking out I suppose there is some advantage to including more than 10.

Oooops. Dangit sonrojado.gif

Oh well… um, in my defense, it was pretty late :P.

Seeing as you seem to be playing a lot of cards every turn in this game, what with edge battles, extra draws and so on, I'd say it's probably a good thing we can have more than ten objectives. The game does go on for a maximum of twelve turns, and five plus cards spent per turn doesnt seem to be impossible :)

One thing I'm still wondering about: Will it be possible to build a deck made of 5 objectives, 2 copies of each., or will it have to be at least 10 unique objectives + optional copies. I would like the second option more.

Some objectives will be unique (i.e. one per deck) while others won't.

ChaosChild said:

Some objectives will be unique (i.e. one per deck) while others won't.

I understand that. What I would like to know is if it wil be possible to creat a deck with only 5 different objectives, 2 copies of each, or will I have to use at least 10 different objectives with optional copies.

Fbaranow said:

ChaosChild said:

Some objectives will be unique (i.e. one per deck) while others won't.

I understand that. What I would like to know is if it wil be possible to creat a deck with only 5 different objectives, 2 copies of each, or will I have to use at least 10 different objectives with optional copies.

Our collective understanding is the following;

1)Minimum of 10 Objectives per deck

2)Objectives can be taken twice

3)Some Objectives have a "limit 1 per deck" restriction

So as far as we know, yes, you can run 2x5 Objectives in your deck. Since we have no official rulebook or access to the entire card spoilers of the Core Set, who knows how this will all play out in practice on release day, so take the above with a grain of salt.

I'm curious about how multiple copies of an Objective work in Set-Up, or whatever this game will call that phase. As I recall, you shuffle your Objective deck, draw five Objectives, and choose three to start with. Can you pick the same Objective twice, or are they unique? I'd imagine one copy in play, particularly as the rules currently guarantee that you'll always draw at least three different Objectives in that opening five.

alpha5099 said:

I'm curious about how multiple copies of an Objective work in Set-Up, or whatever this game will call that phase. As I recall, you shuffle your Objective deck, draw five Objectives, and choose three to start with. Can you pick the same Objective twice, or are they unique? I'd imagine one copy in play, particularly as the rules currently guarantee that you'll always draw at least three different Objectives in that opening five.

I doubt that 2 copies of the same objective could be in play. What I wonder is how many copies of one card will be possible in one deck, given that one card can probably be a part of several objective sets.

Fbaranow said:

alpha5099 said:

I'm curious about how multiple copies of an Objective work in Set-Up, or whatever this game will call that phase. As I recall, you shuffle your Objective deck, draw five Objectives, and choose three to start with. Can you pick the same Objective twice, or are they unique? I'd imagine one copy in play, particularly as the rules currently guarantee that you'll always draw at least three different Objectives in that opening five.

I doubt that 2 copies of the same objective could be in play. What I wonder is how many copies of one card will be possible in one deck, given that one card can probably be a part of several objective sets.

My understanding is that there is no limit like that in this game. You could have ten or more of Darth Vader if you wanted to, and had the right objectives to support it (in this case, there would need to be at least five different, non-unique objectives that contained at least one copy of Darth Vader).

Well there's a preview tournament at the FFG World Championships this weekend, so hopefully we get a full rulebook sometime soon and a lot of our questions will get answered.

Some nice video reports from that event would certainly be awesome! :D

minimum deck size tends to be the way to go, but with this game, who can be sure? A larger deck with a lot of card draw might be great for the rebels…assuming they can beat out the death star dial.

Fbaranow said:

I doubt that 2 copies of the same objective could be in play. What I wonder is how many copies of one card will be possible in one deck, given that one card can probably be a part of several objective sets.

From what I gathered, once you have one of your Objectives defeated by your opponent, you draw the next one off your Objective deck and place it with the remaining ones. So in theory, could you not have 2 copies of the same Objective in play in that case? It seems clumsy to force a redraw if you already had one out on the table, especially when you consider an Objective deck that might be built as 2 copies of 5 different cards.

I think that's why the "limit 1 per deck" restriction exists on some cards and not others. If you're trying to imagine what the abstract representation of having 2 copies of the same Objective out on the table, let's say 2 copies of "Mobilize the Squadrons", then imagine that those squadrons are really mobilized.

Strategically, that would provide some nice resource generation for the Rebel player in that game, as you could pull 2 a turn off each card, then completely refresh them the following Refresh phase. As the Dark Side opponent, I might look at that and make it my business to shut down one of those Objectives pronto to put a hurting on the Rebel player's cash flow.

Then, you have your third Objective, which might also be of some specific value, but gets an indirect "shield" from Dark Side attacks, because they want to try and stop your resource generation deal over on Mobilize the Squadrons.

This is all speculation, based on the limited information we have, naturally, but I can't see them not letting you have both copies out at once, as a rule, unless a specific Objective prevented this in its text, similar to the "limit 1 per deck" text we have seen before.

MarthWMaster said:

Fbaranow said:

alpha5099 said:

I'm curious about how multiple copies of an Objective work in Set-Up, or whatever this game will call that phase. As I recall, you shuffle your Objective deck, draw five Objectives, and choose three to start with. Can you pick the same Objective twice, or are they unique? I'd imagine one copy in play, particularly as the rules currently guarantee that you'll always draw at least three different Objectives in that opening five.

I doubt that 2 copies of the same objective could be in play. What I wonder is how many copies of one card will be possible in one deck, given that one card can probably be a part of several objective sets.

My understanding is that there is no limit like that in this game. You could have ten or more of Darth Vader if you wanted to, and had the right objectives to support it (in this case, there would need to be at least five different, non-unique objectives that contained at least one copy of Darth Vader).

That makes sense, and I imagine sometime down the line the cardpool might have enough cards to support a Vader-only deck, though whether such a deck would make any sense to play is another matter. FFG seems to love new versions of existing major characters in their LCGs; AGOT has a ton of them, virtually every major character from the series has at least a couple versions printed, with a couple characters even having up to five different iterations (I believe Robert Baratheon and Joffrey hold that distinction), and it's happening a fair amount so far in LOTR with multiple versions of Aragorn, Gandalf, Bilbo, and a couple others. I would be shocked if we didn't see multiple Vaders and Yodas and Lukes over the course of the game.

In fact, I'm feeling like I may have even heard that there might be two Lukes in the core set, a Rebel Alliance Luke and the Jedi Luke we saw in the GenCon decks. I think it was in a video, probably one of Team Covenant's, an FFG rep explaining the different emphasis you might see in different versions of the same character. Though maybe that was just someone's speculation and I've gotten it mixed up with official word from on high.

I lost count of the different versions of the main characters in the old Decipher version. Luke, Han, Leia, and Lando experienced so much character growth that different versions are a must. I love random Stormtrooper 7 as much as the next person, but the big names are what drive the story.

cleardave said:

Fbaranow said:

I doubt that 2 copies of the same objective could be in play. What I wonder is how many copies of one card will be possible in one deck, given that one card can probably be a part of several objective sets.

From what I gathered, once you have one of your Objectives defeated by your opponent, you draw the next one off your Objective deck and place it with the remaining ones. So in theory, could you not have 2 copies of the same Objective in play in that case? It seems clumsy to force a redraw if you already had one out on the table, especially when you consider an Objective deck that might be built as 2 copies of 5 different cards.

I think that's why the "limit 1 per deck" restriction exists on some cards and not others. If you're trying to imagine what the abstract representation of having 2 copies of the same Objective out on the table, let's say 2 copies of "Mobilize the Squadrons", then imagine that those squadrons are really mobilized.

Strategically, that would provide some nice resource generation for the Rebel player in that game, as you could pull 2 a turn off each card, then completely refresh them the following Refresh phase. As the Dark Side opponent, I might look at that and make it my business to shut down one of those Objectives pronto to put a hurting on the Rebel player's cash flow.

Then, you have your third Objective, which might also be of some specific value, but gets an indirect "shield" from Dark Side attacks, because they want to try and stop your resource generation deal over on Mobilize the Squadrons.

This is all speculation, based on the limited information we have, naturally, but I can't see them not letting you have both copies out at once, as a rule, unless a specific Objective prevented this in its text, similar to the "limit 1 per deck" text we have seen before.

I'm not sure why, but I always imagined once one of your objectives is destroyes you do not replace it. You would just lose the recources and benefits it gives you. I'm even quite sure there is a specific objective that gets replaced after being destroyed, as an exeption.

For what it's worth, Eric Lang's preview article says re: deckbuilding, "Choose at least ten different objectives, each linked to a set of five more specific cards…" (emphasis mine)

This would lead me to believe that running duplicate objective sets will require you to play a larger deck. Seems like an interesting wrinkle to me, as you obviously won't want to run 2x *all* your objectives, but you will certainly want to play a duplicate of at least one. If you really want Vader swing his lightsaber, then you play 2 of the Vader/lightsaber set. If you really want Vader and the Emperor on the table, then you throw in a duplicate of your favorite Emperor set. But you have to stop somewhere or you won't find that Vader. How bad do you need General Veers?

I am assuming that eventually you'll be able to use more than one objective to get a character in your deck, but I wonder if it will be that way initially?

Interesting catch there, but I doubt that'll actually be the case. Here's how the AGOT core set rules describe plot decks, which are very broadly equivalent to objectives:

"Your plot deck must consist of exactly 7 different plot cards."

There are three plots that you can include twice in a plot deck, but these cards don't mean you can bump your plot deck up to 8.

@ Fbaranow:

There Is a Jedi objective (I forgot the name) that shows Luke's crashed X-wing on Dagobah. That objective lets you choose an objective from your objective deck when it is destroyed. I can see how you might interpret that to mean you don't replace your objective except for that one, but to me, that card is saying that, rather than draw the next objective randomly from your deck, you choose which objective you want to come into play. So I think you do normally replace a destroyed objective.

Budgernaut said:

@ Fbaranow:
There Is a Jedi objective (I forgot the name) that shows Luke's crashed X-wing on Dagobah. That objective lets you choose an objective from your objective deck when it is destroyed. I can see how you might interpret that to mean you don't replace your objective except for that one, but to me, that card is saying that, rather than draw the next objective randomly from your deck, you choose which objective you want to come into play. So I think you do normally replace a destroyed objective.

You are probably right. But in that case how exactly does destroying an objective help the dark side win?

Fbaranow said:

Budgernaut said:

@ Fbaranow:
There Is a Jedi objective (I forgot the name) that shows Luke's crashed X-wing on Dagobah. That objective lets you choose an objective from your objective deck when it is destroyed. I can see how you might interpret that to mean you don't replace your objective except for that one, but to me, that card is saying that, rather than draw the next objective randomly from your deck, you choose which objective you want to come into play. So I think you do normally replace a destroyed objective.

You are probably right. But in that case how exactly does destroying an objective help the dark side win?

The Death Star dial says Hello!!! (and I'm sure you replace the destroyed objectives at the start of your turn) Each time you destroy an objective card (if you are the Dark Side player) you advance the Death Star Dial more. Something along the lines of first objective = one click, second objective = 2 click, third objective = 3 click and so forth.

I agree that it's not going to be your primary objective to destroy (I'm talking about the objective that Budgernaut talk about), but if you can destroy this objective and put the pressure on the light side, all the better. Even if this pesky Rebel can choose his next objective, you still advanced the Death Star dial a couple of click or more (I don't know the exact # of click) or you could even win the game by destroying this objective. And on the plus side, maybe the Rebel player will not protect this objective very well because he thinks it's good for him to lose it… but you'll still have destroyed one more objective so the others will make your Dial click more.

*I hope we'll have another update today, like last week… rule book anybody??? (from what I know, the first Star Wars tournament is this weekend?)

Meaxe said:

Fbaranow said:

Budgernaut said:

@ Fbaranow:
There Is a Jedi objective (I forgot the name) that shows Luke's crashed X-wing on Dagobah. That objective lets you choose an objective from your objective deck when it is destroyed. I can see how you might interpret that to mean you don't replace your objective except for that one, but to me, that card is saying that, rather than draw the next objective randomly from your deck, you choose which objective you want to come into play. So I think you do normally replace a destroyed objective.

You are probably right. But in that case how exactly does destroying an objective help the dark side win?

The Death Star dial says Hello!!! (and I'm sure you replace the destroyed objectives at the start of your turn) Each time you destroy an objective card (if you are the Dark Side player) you advance the Death Star Dial more. Something along the lines of first objective = one click, second objective = 2 click, third objective = 3 click and so forth.

This is what I remember from the demo videos and reviews. So a game starts off with basically a 14-round limit; when the Death Star Dial reaches 14, the game is over. The Death Star Dial advances at the end of each round (or after the Dark Side player's turn?). But if the Dark Side player has destroyed an objective, the dial increases by two every round thereafter. If you've destroyed two objectives, it advances by three every round. So if a Dark Sider got lucky and destroyed one objective in the first turn and a second objective in the second turn, the Rebels would have only 5 rounds to take out three Dark Side objectives (or meet some other game winning objective like taking over Coruscant or destroying the Death Star). So destroying Rebel objectives could be really important for Dark Side players.

Budgernaut said:

This is what I remember from the demo videos and reviews. So a game starts off with basically a 14-round limit; when the Death Star Dial reaches 14, the game is over. The Death Star Dial advances at the end of each round (or after the Dark Side player's turn?). But if the Dark Side player has destroyed an objective, the dial increases by two every round thereafter. If you've destroyed two objectives, it advances by three every round. So if a Dark Sider got lucky and destroyed one objective in the first turn and a second objective in the second turn, the Rebels would have only 5 rounds to take out three Dark Side objectives (or meet some other game winning objective like taking over Coruscant or destroying the Death Star). So destroying Rebel objectives could be really important for Dark Side players.

I'm pretty sure you are wrong (no offence). From my understanding:

- At the start of the Dark Side player, the dial advance 1 click.

- If the Dark Side player has the force with him (has won the force struggle), the dial advance 2 clicks at the start of his turn.

- If the Dark Side player destroy an objective card, the dial advance # clicks where:

# = first objective destroyed = 1

# = second objective destroyed = 2

# = third objective destroyed = 3

etc…

P.S. I'm not sure about the numbers, it could be more than that, but I'm pretty sure it was explained somewhere (article or video); so if someones remembers the exact numbers that would be great. And a link to the article or video even greater.