Deployment Phase

By KEM, in Star Wars: The Card Game - Rules Questions

I need a clarification here, because the rules aren't absolutely clear on this. Is the Deployment Phase an "Action Window"? The issue comes up because in the Timing Structure diagram on pages 30-31 of the rulebuook, the Deployment Phase is listed with a blue "Player Actions" bar, my friend insisted that meant it was an Action Window. I pointed out that the blue "Player Actions" bar in the Deployment Phase specifically lists what actions you can do, ie. the active player plays cards from his hand. But because it doesn't say specically anywhere in the rulebook (that we could see anyway) that only the active player can perform actions, and that it was a blue "Player Actions" bar that meant it was an action window.

We ended up playing it as an Action Window, but I do not think that is right. Particularly considering that I played Fleet Command Center and then he just played as his action Tear This Ship Apart. That pretty much ended the game right there on the spot. We kept playin, but really I had no hope of ever overcoming a 6 resource swing like that. I think he should not have been able to play Tear This Ship Apart until the Conflict or Force Phase, which would have still hurt of course, but wouldn't have been as devastating as losing it before I could even use it's resources.

Your friend was right. The deploy phase is a player action window. The only difference from other action windows is that the active player may play units and enhancements as an action (which you obviously cannot do during the other action windows).

dbmeboy said:

Your friend was right. The deploy phase is a player action window. The only difference from other action windows is that the active player may play units and enhancements as an action (which you obviously cannot do during the other action windows).

I think I was a little thrown by the fact that my deck was effectively shut down in the first turn by a single 1-cost event. But then it seems that the real lesson to take away from this is that Fleet Command Center is an exceptionally fragile card that should only be played if you can protect it, or if your opponent is completely exhausted. Some of these lessons you just got to learn the hard way.

To be honest, I think most of the cards are fragile if our opponent happens to have the right card(s) in his/her hand. If you had C-3PO in play or "It's Worse" in your hand, then you could have canceled "Tear This Ship Apart" for zero cost. IMHO the SW:LCG is like playing Mega Man with randomly selected weapons and bosses; if you have the right cards for the situation then winning can be relatively easy, but the percentage chance of having the exact cards you need for the specific situation at hand with the available required resources is not very high.

Blade_Runner said:

To be honest, I think most of the cards are fragile if our opponent happens to have the right card(s) in his/her hand. If you had C-3PO in play or "It's Worse" in your hand, then you could have canceled "Tear This Ship Apart" for zero cost. IMHO the SW:LCG is like playing Mega Man with randomly selected weapons and bosses; if you have the right cards for the situation then winning can be relatively easy, but the percentage chance of having the exact cards you need for the specific situation at hand with the available required resources is not very high.

Not entirely true. DS can manipulate their hand a little easier becaseu they can draw more cards than LS right now. Also, dropping cards through edge battles helps to get to cards needed. I demoed Mega Man for Decipher a long time ago, and I don't see that they are anywhere near the same game.

Hi Rogue 4. I was actually referring to Mega Man on the NES, not the card game; I didn't even know a card game existed for Mega Man. I think in general we are in agreement if we both understand that the DS ability to draw more cards and keep more cards in his/her hand is dependent on randomly drawing the "Reconnaissance Mission" and the right playing cards during the draw phase to make this DS advantage happen. Thoughts?

I understand that idea, but I was referring to your percentage statement that it is not high that you would have the cards needed. Cycling in this game is valid, albeit for the DS far easier.

Also, eariler you mentioned Threepio canceling a card for no cast, you did at one point have to pay for Threepio and you have to think an event is going to be played, so the cost does vary but costs something.

I knew my comment about C-3P0 was going to come back to get me. complice Regarding the percentage chance of drawing the right cards, I'll need think it through with my math savvy friends. In general, I think that there are moments of luck when your opponent happens to draw the rights cards to totally frustrate your well laid plans.