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The Amazing Abilities in Star Wars: Destiny
Have you ever wondered what it would be like to have extraordinary abilities? Abilities that give you an edge in the Star Wars universe? Well, in Star Wars: Destiny, you can experience just that! This popular collectible card and dice game allows you to harness the power of unique abilities to shape your own destiny.
One aspect that sets Star Wars: Destiny apart is the vast array of abilities available to players. These abilities come in many forms, from character-specific abilities to powerful equipment or force powers. The possibilities are endless, and each ability adds a new layer of strategy and excitement to the game.
When you play Star Wars: Destiny, you have the opportunity to take on the role of iconic characters like Luke Skywalker, Darth Vader, and Rey. Each character comes with their own set of abilities, reflecting their unique skills and powers. For example, Luke Skywalker can tap into the Force, giving him the ability to manipulate dice and change the outcome of his actions.
Abilities in Star Wars: Destiny are not limited to characters alone. You can also acquire equipment cards that provide useful abilities. These cards represent the tools and weapons that can give you the upper hand in battles. For example, you might acquire a lightsaber that grants you enhanced combat abilities or a jetpack that allows you to quickly move around the battlefield.
Force powers are another type of ability you can wield in Star Wars: Destiny. These powers tap into the mystical energy field known as the Force, enabling you to perform incredible feats. From using mind control to influencing events, the Force powers in Star Wars: Destiny allow you to manipulate the game in ways that will surprise and outsmart your opponents.
One of the key elements of Star Wars: Destiny is careful deck building. As a player, you get to choose which cards to include in your deck, including abilities. This allows you to tailor your gameplay style to suit your preferences and strategies. The more you play and experiment, the more you will discover new and powerful combinations of abilities that can turn the tides of the game in your favor.
So, if you’ve ever dreamed of having extraordinary abilities and shaping your own destiny in the Star Wars universe, Star Wars: Destiny is the game for you. With its diverse range of abilities, immersive gameplay, and endless possibilities, it offers an experience like no other. Step into the shoes of iconic characters and unleash your true potential as you play this thrilling game.
Abilities are the cool things that cards can do in the game. They come in five different types: action abilities, claim abilities, ongoing abilities, special abilities, and triggered abilities. Some abilities have special names, called keywords, that show up on more than one card. A card can have more than one ability, and each ability gets its own paragraph on the card.
Example: I’m Finn, and I have two cool abilities. One thing to keep in mind is that an ability gets activated as soon as its card is in play, and it stays that way as long as the card stays in play. If the ability is from an event, it gets resolved when the event is played.
When you’re playing a game, it’s important to remember that you have certain abilities and actions you can take. These abilities can have a big impact on the outcome of the game, so it’s crucial to understand how they work.
One of the key things to keep in mind is that you are required to resolve as much of an ability as you can, unless it gives you a choice or includes the word “may.” In other words, you don’t have the option to skip over parts of an ability.
Some abilities are labeled as “special abilities” and these are always mandatory. If a side of a die has a special ability, you must resolve it when that side is rolled. There is no choice or flexibility in this matter.
Overall, the meaning behind all of this is that you need to carefully consider your abilities and how they can work together to your advantage. By understanding the rules and making the most of your abilities, you can greatly improve your chances of success in the game.
So, when you’re playing a game and you come across an ability, always remember that unless it says otherwise, you must resolve as much of it as you can. Don’t overlook any parts of an ability, as even small actions can have a big impact on the game.
Queue
Hey there! Let’s talk about the queue. It’s like an imaginary line where game effects and abilities wait their turn to happen. They go in and out in the order they were added, with a “first in, first out” principle. Each effect has to finish resolving before the next one can start. If something new gets added while something is already resolving, the new thing goes to the end of the line and waits its turn.
- Abilities go into the queue when they are activated.
- Before abilities don’t go into the queue, but they kind of cut in line and interrupt what’s happening.
- Extra actions that you gain don’t go into the queue either. They have to wait their turn because you can only resolve one action at a time.
Let me give you an example. Imagine you’re playing a game and you decide to use one of your dice to deal 2 damage to a character. That damage goes into the queue. Since there’s nothing else waiting, it gets resolved right away.
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Here’s another example. You play a cool event called Squad Tactics which lets you do some cool stuff in the game. You also have a Gomorrean Guard on your team, and that Guard is super upgraded with a Gaffi Stick. Oh, and you also have a Tusken Raider playing with you.
Now, the Guard has this special thing called the Guardian keyword. Since it’s a “before” ability, it jumps in and interrupts what’s happening. It doesn’t go into the queue like regular stuff.
But wait, there’s more! The Guard actually gets defeated because of some damage it takes. But guess what? The Gaffi Stick has this awesome keyword called Redeploy, and it interrupts the Guard from getting defeated. Instead, it moves to the Raider. Again, this cool move doesn’t go into the queue.
And finally, the Squad Tactics event activates the Raider and it rolls both its die and the Gaffi Stick die into the game. The Raider has this ability called an “after” ability, and it enters the queue. Since there’s nothing else waiting, it gets resolved right away.
Action Abilities
Did you know that some cards have special abilities that you can use during the game? These abilities are called “Action Abilities” or “Power Actions.” When you see these words in bold on a card, it means that you can do something extra by spending one of your actions.
Here’s how it works: during your turn, you can choose to use one of these abilities. Just follow the instructions on the card. It’s like getting an extra bonus that can help you in the game.
For example, let’s say you have a character card with an Action Ability that lets you draw an extra card from the deck. If you want to use that ability, you just spend one action and follow the instructions to draw the card. It can give you an advantage and help you make strategic moves.
Remember, not all cards have Action Abilities. But when you come across a card with one, it’s like finding a hidden treasure. It adds another layer of excitement and surprise to the game!
Example: The card called Underworld Connections ( 101) has a special action ability that says “Action – Exhaust this support to gain 1 resource”.
Making Claims
There are abilities called claim abilities that can be found on battlefields. These abilities are optional and can be used by the person who controls the battlefield.
Continuous Abilities
Any ability that doesn’t have a trigger condition and doesn’t start with a bold word like “Action” or “Claim” is a continuous ability.
For example: Personal Escort ( 78) has an ongoing ability that states “Attached character has the Guardian keyword”.
Inherent Dice Abilities
Some cards have ongoing abilities that are always present and affect how the die resolves, regardless of whether the card is in play. These abilities, which are inherent to the die, never use words like “before,” “after,” or “while.”
For example: Diplomatic Immunity (r50) states “The shields from this die can be given to any of your characters, distributed as you wish”.
The shields from this die can be divided even when the card is not in play. This means you can split them up using Poe Dameron’s (r29) special ability, for instance.
When it comes to dice in the game, there are some that have special abilities. These abilities can give you an advantage during gameplay. Let’s take a look at some of these special abilities:
- Diplomatic Immunity: This ability gives the die a score of 50. It’s like having an extra boost.
- Launch Bay: With this ability, the die gets a score of 31. It’s a useful tool to have.
- Lure of Power: This ability gives the die a score of 16. It can be quite enticing.
- ID-9 Seeker Droid: This ability gives the die a score of 13. It’s like having a little helper.
- Training Remote: This ability gives the die a score of 35. It’s a great training tool.
- Gang Up: With this ability, the die gets a score of 68. It’s like having a whole team on your side.
- Vibroknife: This ability gives the die a score of 57. It’s a powerful weapon to wield.
Discovering Special Abilities
Guess what? There are these cool abilities called “inherent dice abilities” that you can find on certain cards. They’re pretty special because they have this funky () symbol. When you roll a die with that symbol and use it, you get to activate the special ability on the card that matches!
Why Are Keywords So Important?
Keywords are like special abilities that certain cards have. They give the cards unique powers and make the game more exciting. But why are keywords so important?
Firstly, keywords add depth and complexity to the game. They introduce new strategies and tactics players can use to outsmart their opponents. With keywords, you have to think strategically and make calculated moves to come out on top.
Secondly, keywords make the game more varied and unpredictable. Each keyword adds a different twist to the gameplay, keeping things fresh and interesting. You never know what kind of card you’ll draw or what abilities it will have. This unpredictability keeps the game engaging and ensures that no two games are ever the same.
Lastly, keywords make the game more accessible to new players. Instead of having to read and understand every card’s ability, players can simply learn and remember the keywords. This simplifies the game and lowers the barrier to entry. It allows new players to jump right in and start playing without getting overwhelmed.
Some Common Keywords
Now that you know why keywords are important, let’s take a look at some common keywords and what they do:
- Flying: This keyword allows a card to ignore ground-based obstacles and move freely through the air.
- Trample: Cards with trample deal excess damage to an opponent if their attack surpasses the defending card’s health.
- Lifelink: Cards with lifelink gain health equal to the damage they inflict on enemy cards.
These are just a few examples, but there are many more keywords out there. Each one adds its own unique twist to the game and can completely change the course of a match.
In Conclusion
Keywords are an essential part of the game. They add depth, variety, and accessibility, making the game more engaging and enjoyable for players of all skill levels. So, the next time you play, pay attention to the keywords on your cards and use them to your advantage!
- Cards can’t gain more than one copy of a keyword; they either have it or they don’t.
- If a card loses a keyword, it truly loses it, no matter how many times it could gain it.
- The italicized text that explains keywords on cards is just a reminder, and doesn’t override the full rules.
Ambush
When I play a card with Ambush, I can do another action. If I’m allowed to do an action even when it’s not my turn, I do it right away.
Guardian
Have you ever wondered what happens when a character with the Guardian keyword comes into play? Well, let me tell you. Before a character with Guardian activates, you have the power to remove one of your opponent’s dice showing damage from their dice pool. But here’s the twist – instead of just removing it, you get to deal damage equal to the value showing on that die to the activating Guardian character. Talk about turning the tables!
Let’s Talk Redeploy
Now, this is a keyword that you’ll only find on upgrades. Picture this: your character is about to be defeated, and their trusty upgrade is about to hit the discard pile. But wait! With the Redeploy keyword, you can save the day. Instead of discarding the upgrade, you have the option to move it to one of your other characters. Yep, you heard that right. The upgrade die moves right along with it, even if it was sitting in the dice pool. You gotta love that kind of versatility!
But here’s the best part – the Redeploy keyword doesn’t play by the rules. It completely ignores those pesky play restrictions when attaching to a new character. So go ahead, mix and match those upgrades without a care in the world!
Get Ready for Triggered Abilities
Now, let’s chat about triggered abilities. These abilities have a trigger condition and an effect. When the stars align and the trigger condition is met, the ability comes to life. There are two types of triggered abilities: “after” and “before” abilities. Sounds exciting, right?
In the world of card games, there’s something called triggered abilities. These abilities have a life of their own, separate from the cards they come from. Once a triggered ability is set in motion, it plays out in its entirety, regardless of whether the card it originated from is still in play.
When Does It Happen?
A triggered ability only happens when a specific condition is met. This condition is indicated by the words “after” or “before”. It’s like a little signal that tells the ability when to activate. It’s all about timing and matching up with certain actions or events in the game.
For example: Qui-Gon Jinn (37) is about to get a shield, which activates his special power. The power says “Before Qui-Gon gains a shield, you can remove one of his shields to deal damage to a character.”
Prior Abilities
If, during a game, a prior ability matches its trigger condition, it must be resolved before the rest of the effect. In this way, prior abilities can disrupt the natural flow of the game and bypass the queue.
Example: Picture this: I’m a Jedi, connected to the Force. Just as a skirmish is about to begin, I play a card that grants me a special ability. It says “Before attached character is defeated, this card becomes a support for the rest of the game”. So, as long as my attached character is still standing, this card turns into a support that can help me throughout the entire game. But there’s a catch – the trigger condition is “attached character is defeated”, meaning that if my character falls, so does the support card.
The Power of After Abilities
Now, let’s delve into the concept of after abilities. These handy abilities activate after a certain event occurs in the game. When the trigger condition of an after ability is met, it becomes resolved immediately following the resolution of the trigger condition.
Unlike before abilities, after abilities don’t interrupt the natural flow of the game. Instead, they patiently wait their turn in the queue, ready to unleash their power once the trigger condition has been fulfilled. This ensures a smooth and uninterrupted gameplay experience.
Example: Comlink ( 61) tells you “After you use this upgrade, you can reroll as many of your dice or your opponent’s dice as you want”. You need to complete all the steps of playing the card, including paying the cost and choosing a character to attach it to, before the ability takes effect.
If the condition for triggering an ability is part of another ability, that whole ability has to be finished before the new ability can take effect.
Abilities Occurring at the Same Time
If two or more abilities trigger at the same time, the player who is resolving those abilities gets to decide the order they happen in (if they are before abilities) or join the queue (if they are after abilities).
If there are multiple players with simultaneous abilities, the person in charge of the battlefield gets to decide the order in which each player’s abilities are resolved or added to the queue.
Here’s an example: Let’s say there’s a Tusken Raider ( #image.jpg22) with Fast Hands ( #image.jpg150) being activated, and there’s also a Jango Fett ( #image.jpg21) with Fast Hands already in play. Different players control each card.
Both players have abilities that can be resolved after the Tusken Raider activates. In this case, it’s up to the person controlling the battlefield to decide which player’s ability gets resolved first.
Effects
When I use my abilities, something happens as a result. We call these happenings “effects.” Effects can last for a little while or a long time, depending on what the ability does.
Delayed Effects
Some abilities have effects that don’t happen right away. Instead, these effects wait for a specific time or condition to happen before taking place.
Example: I’m a Crime Lord (level 23) and I say, “You can pay 5 resources to choose a character. That character will be defeated after this round ends.” I call it a delayed effect because it doesn’t fully happen until later.
An event with a delayed effect creates the effect and then gets thrown away. It doesn’t stay in limbo until the effect happens.
Replacement Effects
A replacement effect uses the word “instead” in its text. If a replacement effect happens, the original effect is considered to not happen, and no abilities can be triggered from it. (Abilities can be triggered from the replacement effect).
Example: Let’s take a look at Second Chance (card number 137). It says, “Before the attached character would be defeated, instead heal 5 damage from it and discard this upgrade.” So, when a character equipped with Second Chance is about to be defeated, it gets a second chance by healing 5 damage and removing the upgrade card. This means that the character is never considered defeated in the first place.
Now, there are some replacement effects in the game that use the phrase “would be” in their text. These effects work faster than other before abilities, and no other abilities can trigger off the original effect. For example, let’s look at Second Chance (card number 37) and General Grievous (card number 3). When Second Chance resolves before General Grievous’ before ability, the character affected by Second Chance is no longer defeated. As a result, General Grievous’ ability cannot be triggered.
When there are multiple replacement effects trying to replace the same thing, the player who is resolving those abilities gets to choose the order in which they resolve or enter the queue.
If there are multiple players with abilities that happen at the same time, I get to decide the order they happen in. This means that any other effects that were going to happen instead don’t happen anymore since the thing they were replacing is already gone.
Effects that talk about themselves
When a card’s ability text refers to its own card type, like saying “this upgrade” or “this character”, it’s only talking about itself and not any other copies of the card with the same name.
Negative effects come first
Negative effects are stronger than positive ones. If something says you can’t do something, then you really can’t do it, even if another effect says you can.
Effects that happen afterwards
When playing a card with multiple effects, it’s important to understand how they are resolved. To do this, I need to consider the order in which the effects occur.
First, I look at the effects that come before the word “then.” These effects must fully resolve before the ones that come after the word “then” can be resolved.
For example, let’s say I play a card that says “Draw two cards, then discard one card.” I first draw two cards, fully resolving that effect. Only after I have finished drawing the cards can I proceed to the second part of the effect, which is discarding one card.
However, if the first part of the ability, in this case, drawing two cards, doesn’t successfully resolve for some reason, such as if I don’t have enough cards left in my deck, then the second part of the ability, discarding one card, doesn’t even attempt to resolve. It’s as if that part of the ability never happened.
So, it’s crucial to remember that when playing a card with multiple effects, the effects before the word “then” must fully resolve for the effects after “then” to take place.
This is how I would rewrite your text:
Hey there! Have you ever wondered about the significance of choosing the right things? Well, let me tell you, it’s pretty important. You see, when we make choices, we have to take into account a bunch of different factors. It can be a bit overwhelming, but don’t worry, I’ve got some tips to help you out.
First off, let’s talk about understanding. Understanding something means you know it really well, and that’s essential when it comes to making decisions. You need to have a good grasp of what you’re looking for before you can make a choice. Remember, knowledge is power!
Next, it’s important to consider the consequences. Every decision we make has an impact, whether it’s big or small. So, it’s crucial to think about how your choices will affect the outcome. Sometimes, what seems like a good idea at first can turn out to be a not-so-great one in the end. It’s like a double-edged sword, you know?
Now, let’s talk about the process of interpreting. When someone interprets something, they’re trying to understand its meaning. It’s kind of like solving a puzzle. It can be tricky sometimes, but it’s also really rewarding when you figure it out.
Another aspect to consider is the concept of elevating. When we elevate something, we lift it up and make it better. It’s like giving something a boost. So, when you’re making choices, try to think about how you can elevate the situation or the outcome.
Lastly, I want to mention the idea of regeneration. When we regenerate something, we bring it back to life or make it new again. So, sometimes, making choices can help us regenerate and start fresh. It’s pretty cool how that works, isn’t it?
So there you have it! By following these tips, you’ll be well on your way to making some great choices. Just remember, understanding, consequences, interpretation, elevation, and regeneration are all key factors to keep in mind. Good luck!