Adrenaline Rush "end"

By Caedus, in X-Wing Rules Questions

So the Adrenaline Rush card states:

"When you reveal a red maneuvre, you may discard to treat that maneuvre as a white maneuvre until the end of the activation phase."

The part that intrigues and slightly confuses me is the "until end of the activation phase" part.

Does this phrasing have any implications/interactions in the game so far? Why is this upgrade phrased in this manner?

(And I've seen the Adrenaline Rush and Stress post, so let's try not to repeat those arguments again if possible)

I don't think anyone disagrees that it simply means the maneuver is treated as white for purposes of all the steps in the activation phase, including checking for pilot stress (step 4) and being allowed to perform an action (step 6). After the activation phase the color of the performed maneuver itself has no ongoing effect.

If there is ever a card effect that checks what maneuver you performed/selected during the combat phase - it will be treated as red during the combat phase... I don't think there are any abilities like this now - but there could be a theoretical pilot ability in the future that says "Add one attack die when attacking a ship that revealed a red maneuver this turn" - this would trigger in the combat phase - and you'd no longer be treating the revealed maneuver as white - though the wording might not be quite right there and could cause all kinds of rules hullaballoo.

There could also be weapons that care - maybe some secondary weapons that don't hit ships that took red maneuvers as easily as white or green...

Just doublechecked the cards, there's currently nothing that cares about that specific wording - it's actually kind of clever, since it gives FFG room to create effects that could care about it - where as if it were until end of turn, it would be more difficult.

Edited by Ravncat

Also, if it didn't say "until the end of the activation phase" or similar somebody would try to argue that the maneuver had been changed permanently and treat it as white for the rest of the game. :)

Edited by KineticOperator

Also, if it didn't say "until the end of the activation phase" or similar somebody would try to argue that the maneuver had been changed permanently and treat it as white for the rest of the game. :)

I actually suspect that this is the main reason for that line.

Also, if it didn't say "until the end of the activation phase" or similar somebody would try to argue that the maneuver had been changed permanently and treat it as white for the rest of the game. :)

I actually suspect that this is the main reason for that line.

I hadn't even considered about how cheeky people could use the card in this way! It could make a handy upgrade in the future to permanently change a red on your dial to white.

I didn't think there was anything so far, but clever if it is relevant for a future wave. They tell us that they have pre-planned waves into the future, so maybe we'll see something in actual Wave 4 (or even with the new large ships when they arrive).

If there is ever a card effect that checks what maneuver you performed/selected during the combat phase - it will be treated as red during the combat phase... I don't think there are any abilities like this now - but there could be a theoretical pilot ability in the future that says "Add one attack die when attacking a ship that revealed a red maneuver this turn" - this would trigger in the combat phase - and you'd no longer be treating the revealed maneuver as white - though the wording might not be quite right there and could cause all kinds of rules hullaballoo.

There could also be weapons that care - maybe some secondary weapons that don't hit ships that took red maneuvers as easily as white or green...

Just doublechecked the cards, there's currently nothing that cares about that specific wording - it's actually kind of clever, since it gives FFG room to create effects that could care about it - where as if it were until end of turn, it would be more difficult.

While some of these future effects would be cool (I like the weapon one, actually), they would all be annoying to implement: they would require keeping track of all of your ship's past maneuvers in a way no one currently needs to do. I don't want this relatively fast-moving, elegant game to become one that requires lots of bookkeeping!

While some of these future effects would be cool (I like the weapon one, actually), they would all be annoying to implement: they would require keeping track of all of your ship's past maneuvers in a way no one currently needs to do. I don't want this relatively fast-moving, elegant game to become one that requires lots of bookkeeping!

I don't think they'd be hard to implement - because your dial should still be up and revealed - just check the dial at face value! Seems to be a fairly simple work-around really. - as long as it's only referencing this turn - referencing prior turns would be more annoying when it comes to bookkeeping

Gets more difficult when (for instance) flying a TIE swarm. I mean, you could TRY to move the dials along with the ships and keep track of which is which, but it does seem like it would get annoying. Currently, as soon as I reveal a dial, I set it aside off the table and out of the way.

Gets more difficult when (for instance) flying a TIE swarm. I mean, you could TRY to move the dials along with the ships and keep track of which is which, but it does seem like it would get annoying. Currently, as soon as I reveal a dial, I set it aside off the table and out of the way.

Ahh, that's not a problem here - we found keeping the dials with each ship a pain - so we started just putting the dials on the ship cards - and that has worked fine - I guess that's probably not a play practice everyone does

It seems like most players leave the dials next to teh ships. I prefer to place them on the ship cards to de-clutter the field and it just plains looks better.