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Card Dissection: Let the Wookiee Win (AW130) – A Worthless Card

Check out our dissection of Let the Wookiee Win (AW130) and you decide its value… if it has any…

The Art: This is arguably one of the best things about this card.  It is straight out of Episode IV when Han is talking to C-3PO and R2-D2 about upsetting a Wookiee and pulling arms out of sockets.  It looks like R2-D2 didn’t follow C-3PO’s advice and let the Wookiee win.

Ability: Here is where the card really begins to fall apart.  Take a second and read what it does.  Go ahead, I’ll wait.  Now, go and re-read what you read to make sure you read it correctly.  “Force an opponent to choose to either deal one of their exhausted characters 2 damage or choose and remove 2 of their dice.”    First reading doesn’t sound to bad, huh?  Well, don’t forget to read the FAQ on the card “Either option can be chosen, even if there are fewer than 2 dice in the pool or no exhausted characters.”  Yes, you read that right.  Your opponent activated two Support cards that have a die (thus having 2 dice in their dice pool), but haven’t activated a character, they can still choose to deal 2 damage to their non-existent exhausted characters.  This is a highly situational ability, and the FAQ makes it abundantly clear, your opponent gets to do what they want, so it only benefits them.

Cost:  You actually have to pay 1 resource to use this card.  I could almost see it being worthwhile if it was free.  But, for 1 resource, you, the player, should be able to choose what to do and not have your opponent choose what is best for themselves.  Remember, its called Let the Wookiee Win, and you, the player, and the Wookiee.  Your opponent isn’t!

Deck Options:  Honestly, there isn’t a single deck idea that I would ever consider adding this card in.  If I want dice removal I would add Negotiate (AW 131).  If I want damage, Ambush, and a die removal, I would add Shoot First (AW133).  While this is the only (current) Yellow Hero Event card that has the potential to deal direct damage to your opponent, it isn’t worth it as they can pick the best option for themselves.  However, I do hope that in future sets there are other cards that make this card worthwhile.  Even if you are playing with Jyn Erso (SR44) who reduces the first Yellow event you play each turn still wouldn’t make this card worthwhile, as it has to be the first Yellow event.  And there are better ones out there that you may want to play sooner.

Final Thoughts:  This card would be absolutely playable if the FAQ said that your opponent had to choose an option that could fulfill the card requirements best.  For example, if they had the two activated Support cards and rolled in a die for each, but no exhausted characters, then they would remove the two dice.  If they have an exhausted character and only 1 die in the dice pool, then that character would be dealt 2 damage.  Something along those lines.  Right now, you can spend 1 resource to play a card, or rather, discard a card for no effect.  But, hey, at least you aren’t passing!


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3 thoughts on “Card Dissection: Let the Wookiee Win (AW130) – A Worthless Card

  1. The point of this card is an almost guaranteed 1 for 2 direct damage for the least setup in the game, that also gets better the longer the game goes on. It should be used in an aggro deck when the opponent has rolled out one char. At that point the char either has to lose it´s turn by removing (most of) their dice or take 2 damage. Imagine that the same guy has 2 damage left. Now the card is a super Negotiate. It should not be used after they´ve rolled out all their guys as then it´ll just clear out the current blanks. It takes some timing.

    Further compare the setup to any other direct damage events. Tossing 3 dice in Fight Dirty or 2 Upgrades in Armed to the Teeth is way more expensive resource wise. No Mercy also costs a load and Riposte hinges on a resource that naturally diminishes. Shoot First takes more setup yet is way behind on the counter side as it only hits ranged damage.

    The big issue when including this in a deck is to not see it as a counter, but as direct damage first. Pick a couple of counters (Negotiate, etc.) to work alongside it and it´ll shine.

    1. I agree with MattT.
      I have always used this card in aggressive builds and timed to play it for the exact situation that MattT described. I think this card is the most effective when your opponent has only activated one character and no supports.
      Sure this is a situational card, but it’s one that hits often. This card at 0 cost would be a no brainier for me every time.

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