A Few Maneuvers

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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

Decipher card strategy (starred on the Premiere Light card list). By Brian Kallenbach.

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.

Source: A Few Maneuvers strategy at Decipher.com (archive)

Rulings

Combos

  • A Few Maneuvers + Kessel Run Increase your starship's hyperspeed to make a long-distance run (from Kessel to Corellia for example).

From Scomp Link Access (swccg-scomp / card JSON). Players Committee card database, not Decipher printed text.

See Also

Sources