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"Everything around here revolves around betting on those awful races." -- Shmi Skywalker
Boonta Eve Podrace, the newest expansion for Young Jedi CCG, provides a radical new way to win the game. While YJ has been primarily focused on battling, a new card type provides a non-battle path to victory. Of course, you'll have to do a little fighting on the side to keep your opponent busy, but mostly we're talking about Podracing. Let's run through a sample lap and show you how it works.
It
all starts with the new Boonta
Eve Classic Objective cards, one for each side. They're pretty much identical.
Both have no destiny number, since you play them before the game starts and
they never go in your draw deck. They're also the first YJ cards with only
three white deckbuilding dots. You decide whether to leave out a Battle card,
a Weapon card, or a purple dot card (Starship or Location).
Let's
say you win the draw to go first, and deploy the new Anakin
Skywalker, Boonta Eve Podracer Pilot, face up on your objective for 3
counters. When you deploy him, you can also deploy his matching Anakin's Podracer
(also face up) from your draw deck, for 1 counter (that's 4 counters so far).
Now that you have a Podracer pilot and his matching Podracer Weapon card,
you can place one Thrust token on his card. (Because of Anakin's game text,
you place a second Thrust token.) That's part of the new Podracing
Objective Rules, which you can find on three rulecards available in booster
packs. There's three of them, and you don't have to buy a whole box of cards
to get the rules.
You decide at this point to play a couple of lap cards. To finish one lap of the Boonta Eve Classic, you need to play a sequence of cards with destiny numbers of 1 to 6, in that order.
However, you can use cards with your Podracer pilot's Handling number as
"wild" cards to fill in (no more than 3 per lap). Anakin's handling number
is 1, because that's his collector's number. (Boles
Roor also has a collector's number of 1, but that's a misprint. He's supposed
to be 11.)
Your Thrust is 2 (two tokens on Anakin), so you play two cards of destiny 1 (one as your "natural" 1 for this lap, and 1 as your first Handling card for this lap).
Since you have played one or more lap cards (the rulecard calls this "thrusting"), you can now Refuel, so you draw a card. Refueling is limited to one half your Podracer pilot's current Thrust, rounded up.
At
this point, the planet is looking pretty empty, so you decide to play Jira,
Pallie Vendor and Seek,
Anakin's Friend for your last two counters. They've got some pretty cool
game text, even if you can't use it with a face-down deployment.
Note that you could have mixed up playing lap cards and deploying cards however you wanted. However, Refueling is a one-shot deal (after you meet the requirement of playing at least one lap card), and you don't have to Refuel to your maximum.
Next turn, you'll place a third Thrust token on Anakin, so you can play three lap cards on that turn. Then you can Refuel and draw 2 cards.
If everything goes okay, you'll have a Thrust of four on turn 3. You'll play the last lap card for the first lap to complete it, and then play 3 more lap cards to blast into lap 2. With your Thrust climbing every turn, you'll have no trouble finishing the race in record time.
That
is, of course, if you can keep your opponent from taking two planets before
you're done with the Podrace. That's the hard part. Once you have a deck built
that races like Jeff Gordon, you've got to find a way to survive.
Boonta Eve Podrace makes that tough, with a new Aurra
Sing, three new Tusken Raiders (including Orr'UrRuuR'R,
Tusken Raider Leader, at the front of the charge) and even a Jabba
and Watto
that like to Podrace too.
"You must have Jedi reflexes if you race pods." -- Qui-Gon Jinn
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