Timing Rules Change for Jedi Knights TCG
Effective immediately, the following statement on page 23 of the Jedi Knights Rulebook:
If there are two or more responses to the same condition at the same
time, the response(s) made by the player with the higher Force number
will take effect first.
Should be deleted and replaced by:
Your opponent gets the first chance to play an Event that responds to
something you have done. In a multiplayer game, the first opposing player
to your left gets a chance, then clockwise around the table. After all
opponents have had a chance to play an Event that responds, then you have
a chance to do so. A player may pass in this round of possible responses
and still be able to respond later. Each Event resolves when it is
played.
Example
Your side's character targets with a weapon that has +2 to hit. Your
opponent has the first chance to respond, and passes. You play I Have
You Now (giving your weapon shot another +2 to hit, for a total of +4 to
hit). Your opponent responds again, playing Camouflage (causing all
bonuses to hit generated up to that point to be ignored, so you lose your
+4). You respond with another copy of I Have You Now to raise your
bonus to +2. Both players pass, and the weapon destiny draw at +2 is now
made.
Commentary
When we developed the rules for Jedi Knights, we felt that the use of the
Force deck as a limited, expendable resource was important to the game.
We wanted to have a player's current Force number be an important factor
in as many game-related cases as possible. This is why we created the
original timing rules on page 23 of the Rulebook.
However, situations have developed which make it clear that using the
Force number in this way is not appropriate. Therefore, we are making a
change. The new ruling above brings Response Event timing into the same
structure as other alternating game actions in Jedi Knights.
We are sorry for the confusion that has recently come up about this ruling.
Chuck Kallenbach II
chuck.kallenbach@decipher.com
Game Designer, TCG Studio