A Few Maneuvers: Difference between revisions

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Premiere LS card
 
Scomp sections; Decipher strategy; wiki-link card names
 
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|side=Light
|side=Light
|type=Interrupt
|type=Interrupt
|subtype=Used
|subtype=Used Interrupt
|subtype_link=Used Interrupt
|set=Premiere Limited
|set=Premiere Limited
|rarity=C2
|rarity=C2
Line 17: Line 18:
|next=Alter
|next=Alter
|lore='...I know a few maneuvers. We'll lose them.' Boosted shields and fancy flying are necessary to escape Imperial weapon fire until hyperspace jump can be made.
|lore='...I know a few maneuvers. We'll lose them.' Boosted shields and fancy flying are necessary to escape Imperial weapon fire until hyperspace jump can be made.
|game_text=Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
|game_text=Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. ([[Interrupt]] may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)
|printings='''Premiere Limited''' (1995, black border) — this page<br />'''Premiere Unlimited''' (1995/96, white border) — same art and text<br />Japanese Takara Premiere
|printings='''Premiere Limited''' (1995, black border) — this page<br />'''Premiere Unlimited''' (1995/96, white border) — same art and text<br />Japanese Takara Premiere
|see_also=* [[Interrupt]]
|sources=* [https://web.archive.org/web/20020611184117/http://www.decipher.com/starwars/cardlists/premiere/light/index.html Premiere Light Side card list] at Decipher.com (archive, 11 June 2002)
|sources=* [https://web.archive.org/web/20020611184117/http://www.decipher.com/starwars/cardlists/premiere/light/index.html Premiere Light Side card list] at Decipher.com (archive, 11 June 2002)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20081225225012/http://www.decipher.com/starwars/cardlists/index.html Star Wars CCG cardlists index] at Decipher.com (archive, 25 December 2008)
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Interrupt: A Few Maneuvers, Premiere, C2
* [https://web.archive.org/web/20070928014432/http://www.decipher.com/starwars/cardlists/swallcards.pdf Complete Card List] (Decipher PDF, archive 28 September 2007) — Light Interrupt: A Few Maneuvers, Premiere, C2
|strategy=By [mailto:briank@decipher.com Brian Kallenbach]<ref name="decipher-strategy">https://web.archive.org/web/20020612225158/http://www.decipher.com/starwars/cardlists/premiere/light/small/afewmaneuvers.html</ref>
The most important use of this card is one of the simplest in the game. It is a destiny 6 and a widely usable Used Interrupt. This means that you may almost always play this interrupt, even if you don't need it, simply to get that 6 destiny back into your deck. It is also a helpful interrupt if your opponent plans on using [[Tractor Beam]] to snare one of your ships. [[A Few Maneuvers]] can through off that destiny draw, and can be played after your opponent targets you.
Combos:
[[A Few Maneuvers]] + [[Kessel Run]] -- [[A Few Maneuvers]] adds to the starship's hyperspeed, increasing the speed with which you can make a [[Kessel Run]], especially when you're making a long distance run, say, from [[Kessel]] to [[Corellia]].
|combos=* [[A Few Maneuvers]] + [[Kessel Run]] Increase your starship's hyperspeed to make a long-distance run (from [[Kessel]] to [[Corellia]] for example).<ref name="scomp">https://scomp.starwarsccg.org/?s=A%20Few%20Maneuvers</ref>
|canceled_by=* [[They're Coming In Too Fast!]]
|counterpart=* [[Dark Maneuvers]]
|has_refs=1
}}
}}

Latest revision as of 07:22, 22 September 2026

Info
TitleA Few Maneuvers
SideLight
TypeInterruptUsed Interrupt
SetPremiere Limited
RarityC2
UniquenessUnrestricted
Destiny6
IconsInterrupt
card_uid1_70
Versionprinted
PrintingsPremiere Limited (1995, black border) — this page
Premiere Unlimited (1995/96, white border) — same art and text
Japanese Takara Premiere

A Few Maneuvers is a Light Interrupt (Used Interrupt) from Premiere Limited.

Card Text

Add 2 to hyperspeed and maneuver of any starfighter for the remainder of this turn. (Interrupt may even affect the result immediately after a destiny draw targeting the starfighter's maneuver.)

Lore

'...I know a few maneuvers. We'll lose them.' Boosted shields and fancy flying are necessary to escape Imperial weapon fire until hyperspace jump can be made.

Strategy

By Brian Kallenbach[1]

The most important use of this card is one of the simplest in the game. It is a destiny 6 and a widely usable Used Interrupt. This means that you may almost always play this interrupt, even if you don't need it, simply to get that 6 destiny back into your deck. It is also a helpful interrupt if your opponent plans on using Tractor Beam to snare one of your ships. A Few Maneuvers can through off that destiny draw, and can be played after your opponent targets you.

Combos:

A Few Maneuvers + Kessel Run -- A Few Maneuvers adds to the starship's hyperspeed, increasing the speed with which you can make a Kessel Run, especially when you're making a long distance run, say, from Kessel to Corellia.

Combos

Canceled by

Counterpart

See Also

Sources

References