Either Way, You Win: Difference between revisions
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|sources=* [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) | |sources=* [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: Either Way, You Win, Tatooine, U | * [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: Either Way, You Win, Tatooine, U | ||
|strategy=By [mailto:jbh@spam.dimensional.com From:Joe Helfrich]<ref name="decipher-strategy">https://web.archive.org/web/20040811123219/http://www.decipher.com/starwars/cardlists/tatooine/light/small/eitherwayyouwin.html</ref> | |||
As [[Qui-Gon Jinn]] said in the [[Luke Skywalker{{!}}Skywalker]] home, greed can be a powerful ally. This card helps you make your opponent's greed work in your favor. When you play it, your opponent is presented with a difficult choice--let you retrieve force, or let you activate force. | |||
Of course, your opponent gets a smaller version of the same benefit. But that may seem a small consolation in the face of three cards retrieved, or four extra force available to deploy your forces. | |||
However, this card still has some risks for you. Pay close attention to the situation on the table--if your opponent has [[Secret Plans (Dark){{!}}Secret Plans]] out, for example, and you don't have any force active, he's likely to "let" you retrieve force. Or if you don't have any cards in your reserve deck, extra activation won't do you much good. If your opponent just lost a key card, he'll be glad to get it back, even if you get back three. And if your opponent thinks you're counting on her picking force activation, she might choose retrieval just to mess up your plans. | |||
Qui-Gon may have been right about being able to capitalize on other people's greed. But there's some older advice--don't bet if you're not prepared to lose. | |||
|rulings=* To initiate this Interrupt, each player needs at least 1 card in Reserve Deck.<ref name="scomp">https://scomp.starwarsccg.org/?s=Either%20Way%2C%20You%20Win</ref> | |rulings=* To initiate this Interrupt, each player needs at least 1 card in Reserve Deck.<ref name="scomp">https://scomp.starwarsccg.org/?s=Either%20Way%2C%20You%20Win</ref> | ||
* Empty Lost Piles do not prevent playing this Interrupt. | * Empty Lost Piles do not prevent playing this Interrupt. | ||
Revision as of 19:11, 22 September 2026
| Title | Either Way, You Win |
|---|---|
| Side | Light |
| Type | Interrupt — Lost Interrupt |
| Set | Tatooine |
| Rarity | U |
| Uniqueness | Unique |
| Destiny | 4 |
| card_uid | 11_32 |
| Version | printed |
| Printings | Tatooine — this page |
Either Way, You Win is a Light Interrupt (Lost Interrupt) from Tatooine.
Card Text
Opponent chooses: opponent may activate up to 2 Force and you may activate up to 4 Force, or opponent retrieves 1 Force and you retrieve 3 Force.
Lore
Deal!
Strategy
As Qui-Gon Jinn said in the Skywalker home, greed can be a powerful ally. This card helps you make your opponent's greed work in your favor. When you play it, your opponent is presented with a difficult choice--let you retrieve force, or let you activate force.
Of course, your opponent gets a smaller version of the same benefit. But that may seem a small consolation in the face of three cards retrieved, or four extra force available to deploy your forces.
However, this card still has some risks for you. Pay close attention to the situation on the table--if your opponent has Secret Plans out, for example, and you don't have any force active, he's likely to "let" you retrieve force. Or if you don't have any cards in your reserve deck, extra activation won't do you much good. If your opponent just lost a key card, he'll be glad to get it back, even if you get back three. And if your opponent thinks you're counting on her picking force activation, she might choose retrieval just to mess up your plans.
Qui-Gon may have been right about being able to capitalize on other people's greed. But there's some older advice--don't bet if you're not prepared to lose.
Rulings
- To initiate this Interrupt, each player needs at least 1 card in Reserve Deck.[2]
- Empty Lost Piles do not prevent playing this Interrupt.
- If the activation option is chosen, each player may still decline to activate anything.
Also known as
- EWYW
Counterpart
Underlying card for
See Also
Sources
- Star Wars CCG cardlists index at Decipher.com (archive, 25 December 2008)
- Complete Card List (Decipher PDF, archive 28 September 2007) — Light Interrupt: Either Way, You Win, Tatooine, U
References