TL;DR at the bottom.
Traditionally, Destiny playsets have consisted of two cards, and, if applicable, two dice. With the advent of cards like TIE Fighter and Double Down that traditional idea of a playset broke down a little. You definitely wanted four copies of TIE Fighter, but does the existence of Double Down mean you need three copies of every card in Across the Galaxy to have a full ‘playset’? Furthermore, does that mean your previous playset of Awakenings was invalid now that you can run three copies of everything? What was once a hard and fast rule became much murkier.
Enter ARH. With Across the Galaxy breaking the seal on what a playset means, and then Covert Missions blowing the lid off with elite non-unique characters, design space was wide open for new sets to require varying numbers of dice and cards.
As a completionist collector myself, it would drive me insane to buy a ‘complete playset’ and find myself in a position where I was missing something I needed. Being my own toughest customer, I decided that I was going to do right by you guys and make sure no one was in a position where they needed a card or die and it was not to be found in my product. To that end, professional printings of ARH sets have come with some weird numbers of cards and dice from the beginning. I sit down at the release of every new set and try to come up with all the ways you would need different numbers of dice and cards. Outland TIE Fighter? You get four copies and four dice. Rebel Pilot? I can’t imagine anyone wanting to sleeve up a deck with three elite, but you do you. Three cards and six dice are there if you want them. Combinations of cards, too. Form Drills letting you add more Moves to your deck? Let’s get some extra Move cards in there for you.
Where does it end, though? Should I really raise the cost for every customer so that I can include an extra Purge Trooper die with the High Stakes set simply because Dark Dispatch exists? Should Redemption have cost $60 more so that I could give everyone a bunch of X-Wings to run with Admiral Ackbar? That hardly seems fair.
After some brainstorming, I came up with a system of rules to govern how I would handle varying numbers of cards required to make a true playset.
- The base set will come with enough copies of every card and die that might be required for you to create and use any single deck you’d like, based on the cards in that set. Outland TIE Fighter comes with four copies. Nightsister Acolyte comes with three cards and six dice. This intraset limit keeps me from having to consider an ever expanding number of options with newly released cards. Some new Double Down-style card will not force me to include cards from previous sets, nor will it echo down through all of the following sets.
- Any cards or dice from other sets that are referenced on cards in this set will be included in what I called the ‘Extras‘ for that set. Not everyone needs Clone Trooper and Rebel Engineer dice for their Bad Batch, so I won’t make them pay for it. If you do need them, however, I have a product for you.
These rules worked really well until High Stakes was released. For the first time, my rules put me in a position where I would include fewer than two dice for some cards. In that set, there was no way you would be able to use more than one copy of a unique support die at a time, even if you had two in your deck. There simply wasn’t an actual use case scenario, based exclusively on High Stakes cards, where you would ever need more than one copy of the dice for Millennium Falcon, R2-D2, and other cards. I really did agonize over the decision on what to do about it. In the end, I made the choice that I would adhere to rules 1 and 2 above and include a single copy of the die in the base set, and the second copy of the die in the Extras set.
This was the wrong decision.
What seemed like a great application of my rules failed when met with the realities of playing Destiny. At first, it was just the ick factor. Despite having a way for people to fully flesh out their playsets with a collectible number of dice, I felt like I was generating disappointment in my customers when they cracked their Kingwood Hobbies set and discovered fewer dice than they expected. Based on that, and that alone, I changed my policy going forward.
- Added a Rule 1B to my playset rules. All cards will come with at least one die for each copy of the card included.
- Future copies of the High Stakes set will come with a second copy of all the unique support dice.
Both of these updates to my policy have already been implemented. Updated High Stakes sets have begun shipping to customers, and all copies of Unlikely Heroes come with at least one die for every card in the set.
I’d already announced this, although a bit less eloquently, before the release of Unlikely Heroes. What’s new is what happened at the first IRL Destiny tournament using Kingwood Hobbies-printed cards and dice. Specifically, there was at least one situation where Data Heist stole a unique card that was already in play, leaving the game with a copy of that card on each side of the table, but only one die between them.
That made me sick. I love this game and never want decisions I make to keep people from enjoying it to its fullest. To rectify this I’m offering free dice to anyone who didn’t receive enough the first time around. If you purchased your High Stakes printing from me and only received one of each unique support die, simply mention it during your next order and I will include one already-stickered copy each of Xanadu Blood, Millennium Falcon, R2-D2, Wedge’s X-Wing, Razor Crest, and C-3PO with your order.
TL;DR: High Stakes was missing a few dice based on a bad decision from me. This has already been corrected for new High Stakes set printing purchases as well as all sets going forward. If you got one of these sets that were missing dice, mention it in your next order and they will be included for free.