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Call to Action
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Call to ActionType: Mission Cost: 0 Force Icons: 2 Faction: Light Rebel Alliance Lothal. Each Specter unit gains [Blast Damage] while this mission is in your victory pile. Reaction: After this mission is completed, return a target enemy unit to its owner’s hand. Resources Generated: 1 Block Number: 252 - 6 of 6 Set: Power of the Force Number: 2025 Illustrator: Ameen Naksewee |
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Star Wars and all associated elements are © 2011 Lucasfilm Ltd. & TM. All rights reserved. Fantasy Flight Games, Fantasy Flight Supply, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
15 Comments
So does this give a free resource to your opponent? If so, that's a serious drawback - unless I'm sure I will destroy the mission the turn I play it, it's not nearly good enough to offset the extra resource for the opponent.
On the bright side, two pips!
If they played the Palp a turn earlier thanks to this - they're still ahead.
The effect of the mission isn't to cost money - unless the opponent burned a consumable resource (i.e., a holocron) or double-tapped a card to play whoever you bounced, they'll still be able to replay the bounced unit if they want (or pitch it to edge). The real effect, I think, is to deny a blocker so you can swing somewhere else and immediately make use of the bonus blast your Specters just gained.
Except resources are a finite resource. In a game of a certain length, there are only a certain number of resources to spend. If you gave them one turn of money, but returned a 6 cost unit, that costs them 5 money, a HUGE swing. this gets even better once you start bumping units with enhancements.
Plus, unlike all other objectives, it is free to play.
So it does not hinder your turn and, in case you manage to destroy it the same turn that you play it, the only likely way your opponent can benefit from a Rebel resource is if he holds a neutral event card.
(Or complicated scenarios where he holds a Force Lightning and left 2 resources open so now he can play it due to the 1 resource you gift him... but I think that is quite unlikely)
It produces rebel resource. It matters, because DS player could play rebel and other LS cards earlier in some freaking situations
I'm not sure though, still DS player can effectively play LS cards after new p. (4.21) of the FAQ: "By default, cards enter play under the owner’s control. Some abilities may cause cards to change control during a game.".
It looks like DS player still can spend resources and put LS cards into play, but they enter the game under LS player control.
This rule doesn't prevent Vader from getting Sabine's Armor with Luke's Lightsaber, because there is no "enhance friendly unit" on these cards. But at least DS cards can't become Jedi, Rebel and Smugglers with Custom Paint Job, because it enhances card "you control".
So they can't use it to play their own affiliations then
Why not? According to page 16 of the Rules, "When a player plays a card from his hand, at least one of the resource-providing cards used to generate the required resources must match the affiliation of the card being played. This is called a resource match.".
So, if you play, say, sith card with cost 1 or higher, you need at least one sith resource. Others can be any - sith, navy, scum, neutral or rebel as well.
Sorry I think I didn't make it clear enough. Let's say they want to play an Interrogation Droid (Sith cost of 3) and the only resources open are 2 Sith Libraries (Neutral) and Call to Action (Rebel resource of 1) can they use it then? But my guess wouild be no because it can only provide Rebel resources like you stated earlier right?