New FAQ!
I wonder how Trench Run works in 2v2, if both light side players are running the card, and both have their copy enhancing the Death Star dial.
Light side card effects cannot change the win condition of 5 objectives in 2v2, so Trench Run doesn't provide a win condition.
That's what I get for skimming the file. I caught the similar clause in the rules for Jerjerrod's Task, but apparently not for the 2v2 rules.
I feel like they should have increased the damage threshold on Trench Run in multiplayer rather than just kill it.
Maybe, but this plays safe and future proofs the rules against other potential stuff as well.
I wish they would have put the question about target strike and the Executer in there...
I feel like they should have increased the damage threshold on Trench Run in multiplayer rather than just kill it.
It'd have to be pretty high, especially if both light side players could attack it in the same turn.
Maybe just errata it so you place damage on the enhancement, and it can only be damaged by the player who played it. Or since it would be a shared enemey objective it could still only be attacked once on your "teams" turn.
I don't know, kind of lame to eliminate an already under used card set from a fun new match types.
Trench Run itself may be underused, but its set definitely isn't.
Given the card's name, I suppose it'd also be weird for Trench Run to work against the second Death Star. ![]()
MarthWMaster's answer owns everyone else's :-)
Trench Run itself may be underused, but its set definitely isn't.
Yes it is. I haven't seen mobilization used in ages.
Weird, around here it's still an auto-include in mono-Rebel decks and a frequent splash in Smuggler vehicle builds.
Weird, around here it's still an auto-include in mono-Rebel decks and a frequent splash in Smuggler vehicle builds.
Mainly the 2-resource objective that fully refreshes every turn.
Yeah, that's not bad, I just prefer defense of yavin or rebel fleet, I guess. Although, we tend to only see rebel vehicle decks around here.