An Official Rules Update went out two days ago on Monday and it’s been a relatively quiet affair. I’m very detached from most social media as of recent so it could very well be bigger than I think, but I suspect that most people weren’t aware of it as well as may not know of the implications of what was posted. This is the Official Rules topic for page 2 and where you can see the following picture in it’s original form.

For those of you that may be on mobile, I’ll put the text excerpts in each section so don’t struggle unnecessarily trying to zoom in on the photo.

Resolving Dice Through Cards

The following bullet point should be added under “Resolving Dice Through Cards” on page 9 of the Rules Reference:

If one or more “after” abilities are triggered from resolving one or more dice through a card effect, those abilities enter the queue and will not resolve until after the card effect has fully resolved or until it is their turn in the queue.

A while back, I wrote about the “dice resolution window” and how it works in regards to triggered effects on this HSW article. The new official rule completely changed how that is handled and for the most part, the dice resolution window is dead. Dice will still resolve and cheat the queue system when resolved by a card effect, but any after effects caused will add to the queue and wait their turn in line now. If you don’t see a difference or don’t understand that whole “dice resolution window” thing, then don’t worry because it’s not worth knowing about at this point. You will want to know about how to handle situations with Improvised Defense with the new changes though. In the old example we used these same two cards so it seems very fitting that we do it here as well.

Let’s say that you have the following board state (opponent has Improvised Defense in play and you have 1 resource available) and then you play All In.

Palp Ability Text: “After you resolve this die, force an opponent to deal 2 damage to their characters, distributed as they wish.”

Old Way before July 22nd: Play All In -> Resolve 3 Ranged -> Trigger Palp Ability -> Resolve Palp ability and opponent distributes 2 damage as they wish -> Continue with All in because the queue is empty and Resolve 1 Focus to flip the “blank” Palp die to a “3 Ranged” side -> Improvised Defense Triggers -> Improvised Defense Resolves and removes the newly focused Palp 3 Ranged die -> nothing else to do so the All In effect ends. Nothing in the queue so the turn ends.

New / Current Way: Play All In -> Resolve 3 Ranged -> Trigger Palp Ability and add it to the queue -> Resolve 1 Focus to flip the “blank” Palp die to a “3 Ranged” side -> Trigged Improvised Defense and add it to the queue** -> Resolve 3 Ranged ->Trigger 2nd Palp Ability and add it to the queue -> nothing else to do so the All in effect ends. There is stuff in the queue, so let’s go do that stuff!!

Current Queue which you would go resolve in order is: Palp 2 damage ability -> Improvised Defense -> 2nd Palp 2 damage ability. There there is nothing left in the queue so the turn ends.

Improvised Defense would fail to remove a turned die because there isn’t one there. You would decline to use the effect so that you didn’t lose it like a big dumb dumb.

** The effect is added to the queue regardless of whether you want to follow through with it or not. Upon arriving at the effects turn on the queue, you decide whether to do it or not.

Edit: I edited the ** explanation to be accurate. I had the concept wrong due to treating it like Fateful, when the setup is different. Sorry about that.

It’s not a HUGE change for most situations, but it does matter that you know the difference in case it comes up. You should notice that the Palp 2 damage ability also got moved around in the placement of where it resolved which makes some situations better than others.

A couple of cards that benefited from the change:

Move

The following bullet point should be added under “Move” on page 20 in the Rules Reference:

A player can move shields, upgrades, and downgrades to a character who is at their respective limit. A player cannot move damage to a character over its remaining health.

HEY, it’s a Blue card BUFF!!! There wasn’t a whole ton that changed with this adjustment either, but the old way prevented you from doing the Dagger ability to move a shield to the attached character if they were already at maximum. This also prevented Kylo3 from moving a shield to your Rey3 for his Power Action if she had maximum and therefore, you didn’t get to deal the 1 damage to a character and quite frankly sucked because Rey’s Special was all about getting to 3 shields.

The “Move” change seemed pretty cut and dry to me and I don’t believe that it needed pictures to explain it. If you believe me to be wrong, then mention it in the comments as well as what you’re struggling with in that regard and I’ll see what I can do (no trolling please!).

We got that KReylo deck buff, new S Tier, META SOLVED!!! … wait, it’s not??? … DARN!!!

I’m lobbying for that Reylo name change to KReylo because what if it was Rey and Han Solo? It could still be Reylo at that point and we need to know what is what, because if we call it some random name like Shades, then who will know!!!

~HonestlySarcastc