1e star trek customizable card game - 13 blaze of glory rules supplement

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  • 7/28/2019 1E Star Trek Customizable Card Game - 13 Blaze of Glory Rules Supplement

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    One hundred and thirty cards. A new batt le side deck, two dozen Klingons and Romulans, collectible diffraction foil cards, powerful new starships, new w ays totake (and exploit) captives, an arsenal of hand weapons It is a good day to die!

    B A TTL E B R I D GE S I D E D E C K

    Blaze of Glory introduces more exciting and realistic ship battles to the Star Trek Customizable Card Game. W ith the new Battle Bridge side deck, battles are lesspredictable, you can fine-tune your offensive and defensive capabilities to y our liking and your opponents w ill suffer a variety of damage results: shields depleted,transporters off line, exploding computer panels just like we see in Star Trek.

    Your Battle Bridge side deck is an opt ional custom ized deck of special cards separate from, and in addition to, y our normal gam e deck. It is shuffled and placedface down on the table, t hen opened during the doorway seed phase by the new Batt le Bridge Door card. This Doorway card is placed face up on top of yourside deck and counts as one of your seed cards (the face-down cards in the side deck do not count toward the 3 0/ 30 rule).

    There are currently two other side decks available (Q-Continuum and Qs Tent) in the Q-Continuumexpansion set. You may use one, tw o or all three of these side decks in the same gam e if you like.

    Your Battle Bridge side deck is made up of Tactic cards, a new card type introduced in this set. You can haveas many Tactic cards in your side deck as you like, even duplicates. (Tactic cards come into play only via thisside deck; you cannot stock Tactic cards in your draw deck or your Qs Tent.)

    Your used Tactic cards do not go to your discard pile. Instead, whenever one of them is discarded or otherwiseleaves the table, place it face up underneath your s ide deck. (This is now also true for your Q-Continuum s idedeck.) When your Battle Bridge side deck runs out of face-down Tactic cards, just shuffle the face-up cards andplace them face down again underneath your seeded Battle Bridge Door.

    The Tactic cards in your side deck have two m ain purposes: ( 1) to increase your offensive and/ or defensivecapabilities during ship battles and ( 2) to indicate specific damage aff ecting your opponents ships andfacilities.

    S H I P B A T T L E S

    The new Tactic cards build on the basic ship battle rules to add more excitement and unpredictability when using a Battle Bridge side deck. To accommodate thesecards, the sequence and term inology of ship battles are slightly revised as follow s:

    After you announce which of your ships and facilities will be fir ing and which opponents card they are targeting, your opponent must mak e the same

    announcements for his return fire (if any). In other words, he must now choose during the battles initiation which of his ships and facilities will be returningfire and which attacking card they w ill be targeting.

    The outcome of your attack is now determined by compar ing your ATTACK tot al (w hich is based on your t otal WEAPONS) to your opponent s DEFENSE total(w hich is based on t he targets SHIELDS). When your opponent returns fire during the battle, t he situation is reversed: he w ill have an ATTACK total and youwill have a DEFENSE total.

    Using Tact ic cards in batt le After both players have finished using any cards that play at the start of battle, each player who has a Battle Bridge side deck m ay dothe fol lowing:

    draw up to two Tactic cards from the top of his side deck (he m ay look at each one before deciding whether or not to draw the next) ;

    choose one of those Tactic cards to play face down on the table as his current tactic(optional) ; and

    place his unplayed Tactic card(s) underneath his side deck.

    Any current tactics played on t he table are then revealed at the same time.

    Your Tactic cards are not part of you r normal ha nd ( and thus are not af fected by cards such as Alien Probe and Energy Vortex) .

    Add your current tactics ATTACK bonus plus yo ur tot al W EAPONS to comput e your ATTACK total. Your opponent adds his currenttactics DEFENSE bonus plus the targets SHIELDS (plus the 50 % facility SHIELDS extension, if t he target is a docked ship) tocompute his DEFENSE total. Now compare the two tot als to see if you score a hit (but dam age is not applied until after youropponents return fire, i f any).

    If you are not using a Battle Bridge side deck, damage to your opponent s ship or facility is indicated by rotating t he cardaccording to the existing rules.

    When you are using a Battle Bridge side deck and you score a hit, the amountof damage to your opponent is determined bysymbols on your current tactic, and t he kindsof dam age are marked by one or m ore of your Tactic cards (w hich are referred toas damage markers ) .

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    Star Trek Customizable Card Game

    BLAZEOFGLORY RULES SUPPLEMENT

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    Star Trek Custom izable Card Game BLAZEOF GLORY RULES SUPPLEMENTTM

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    This symbol on yo ur current tactic means you place this card on the target as a damage marker.

    This symbol on yo ur current tactic means you draw a new Tactic card from your side deck to place on the target as a dam age m arker.

    At the end of the batt le, discard your current tactic unless it w as used as a dam age m arker.

    D A M A G E M A R K ER S

    Some damage results are imm ediate and have a one-time eff ect (such as killing a crew m ember or downloading a Warp CoreBreach). Other damage results have an ongoing eff ect (such as reduced attributes, of f-line transporters or fluctuating shields)

    as long as that dam age m arker is in play. M ost damage markers also specify a reduction to HULL integrity. When a ships orfacilitys HULL is reduced to 0%, it is destroyed.

    When you use a Battle Bridge side deck, it does not always take two attacks to destroy your opponents ship or facility.Sometimes it w ill take only one att ack, and sometimes it m ay take t hree; it all depends on the m ix of Tactic cards youd eci de to u se, a nd o n th e l u ck o f t h e d ra w.

    Multiple copies of the same dam age m arker are cumulative, including reductions to attributes and HULL integrity.

    If your side deck is ever completely out of Tactic cards (because they are all in play as damage m arkers), you w ill be unable tofurther damage your opponent until some of y our damage markers return to your side deck.

    Of f l i ne When a damage result indicates that somet hing is off line, the affected item m ay not be used in any way as longas that damage marker is in play. Attribute enhancements being off line aff ects all enhancements to the specified attribute (butATTACK and DEFENSE bonuses are conceptually ba sed on batt le strategies and tactics, and t hus are not consideredenhancem ents to WEAPONS and SHIELDS) .

    Default damage When you are using a Battle Bridge side deck, som etimes your opponents ship or facility w ill be damagedwhen y ou do not have a current tactic (such as when encountering a dilemma or during a batt le in wh ich you choose not toplay a current tactic). Whenever this occurs, the default damage is two cards from your side deck (), or four cards() for a direct hit.

    Order of damage results In mo st cases, the sequence in w hich you apply damage results will not m atter. Once in a w hile,though, the order may be significant. In these cases, carry out imm ediate damage results first and check t he HULL reductionlast.

    For example, suppose the HULL integrity of your opponent s ship has already been reduced by 8 0% when it is damagedagain, and the t wo damage m arkers from y our side deck each specify one casualty and HULL 30 %. Normally thecasualties are moot because the ship is about to be destroyed. However, if y our opponent w ants to play an Escape Pod,he must suffer both casualtiesfirst, so the Escape Pod saves only the remaining crew.

    Repair If your ships damage is indicated by your opponents damage markers, you may remove one damage m arker(random selection) at the end of each of y our turns that ship remains docked at an o utpost or at a Docking Pylons site for the

    full turn.

    Whenever a ship or facility is fully repaired (for exam ple, by a card such as Defense System Upgrade, Exocomp, Int o theBreach, Regenerate or Spacedock), remove all of its damage m arkers. Damage markers are also removed if the ship or facilityleaves play for any reason (for exam ple, being returned to hand or placed out-of-play).

    B A TTL E B R I D GE A N D TH E B OR G

    Borg Ship dilemma Battle Bridge side decks affect this dilemm a as follows:

    When batt l ing the Borg Ship di lemma, you may use a current tactic and may place damage markers on the di lemma i fappropriate.

    The dilemm a does not use either players Tactic cards; thus, your ships and facilities it hits suffer default damage if y ouropponent is using a Battle Bridge side deck (or card rotation damage if your opponent is not) .

    When the dilemm a is attacking both players cards, it does so as tw o separate battles. (As always, the player whose turn itis chooses which happens first.)

    If both players have damaged the Borg Ship dilemma but only one of them has a Batt le Bridge side deck, some of thedilemm as damage w ill be indicated by dam age markers and some of it will be indicated by card rotation. The card rotationdamage is equivalent to HULL 50 % and combines with the dam age markers to determine w hether the Borg Ship dilemm ais destroyed.

    Mult iple targets Borg Ship dilemm as and Borg-affiliation ships wit h a Mult iplexor Drone aboard are allowed to fire WEAPONSagainst two or more targets in the same battle. This expands the fire (or return fire) portion of the battle into two or moreengagements. Each engagement has only one target, but it is possible to have m ultiple cards fir ing upon that target.

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    Compute separat e ATTACK and DEFENSE tot als for each engagem ent, repeat edly using the approp riate bonuses from ea ch players current tactic each tim e. In oth erwords, each player is limited to one current tactic for the battle, but it w ill apply to each engagement.

    If your m ultiplexed Borg ship scores a hit (or direct hit) against two or m ore targets and your current tactic has asymbol, use that card as the damage m arkerfor one of those targets (your choice) and treat that symbol as for damage to each remaining target. All damage markers drawn from your side deck must beplaced on the hit targets randomly.

    N E W C A P T UR I N G R UL ES

    Presented below are revised rules to make capturing more fun and realistic, and to support the variety of new capturing-related cards in Blaze of Glory. Thefollowing rules supersede previous capturing rules.

    Some cards and rules allow y ou to capture your opponents personnel ( never a personnel you control). Captured personnel are disabledas long as they arecaptives (unless affected by Brainwash). The captives will be escorted by your personnel as follows:

    When first captured, captives are imm ediately relocated to one of your crews or Away Teams at that location, if possible.

    Otherwise, the capturing card remains in play and serves as a temporary trap to hold the captives on your side of that location until your personnel can arriveto take t hem into custody. (If there is a planet at that location, the trap is on the planet.) Your ship with t ransporters (in space) or your Away Team ( on aplanet) can subsequently take custody of the captives if present w ith the trap, then discard the trap card.

    Each of your crews and Away Teams may escort any num ber of captives, and m ay m ove them around like Equipment cards.

    At any given time a captive can be in one of three conditions: ( 1) held by a trap or in a Brig or by escorting personnel, (2 )Brainwashedor (3 ) le ft unattended. You may change the captives condition during your turn.

    All captured cards are returned to their own er at the end of t he gam e.

    Br igs New cards in this expansion allow you to add a Brig to a ship or facility. While you control the ship or facility, you maymove captured personnel into and out of the Brig during your turn ( while in t he Brig they are heldbut not escorted) . I f youropponent commandeers or assimilates the ship or facility, his personnel may subsequently release any of his other personnelheld captive in the Brig (if present).

    Rescue Captives that are heldor Brainwashedmay be rescued only by using a card that specifically rescues or releasescaptives (such as Rescue Captives, His Honor The High Sheriff of Nottingham or Prisoner Exchange). Unattended captives,however, are conceptually tied up and left behind and thus may be rescued by their owners other personnel present, w ithoutany special card. Whenever a captive is rescued or released, all capturing-related cards played on that captive are discarded.

    T H E DO M I N I O N I N T H E A L P H A QU A D R A N T

    JemHadar a lphas Blaze of Glory also introduces new Jem Hadar that w ere specifically bred in the Alpha Quadrant by t he Dominion.Because your alphas do not have a Gamm a Quadrant icon, they may not use a Gamm a Quadrant facility to report for duty.Instead, they m ay report using an Alpha Quadrant facility such as Neutral Outpost or Remote Supply Depot. Of course, you can also

    use other ways of reporting them for duty in an y quadrant, such as Jem Hadar Birthing Chamber (for universaly personnel) andDevidian Door.

    Alpha Attack Ship This new ship is also specifically designed for the Alpha Quadrant and thus does not have a Gamma Quadranticon. When it uses a facility to report for duty, it must be an Alpha Quadrant facility at an Alpha Quadrant location.

    C L A R I F I C A T I O N S

    Calamarain This event from t he Q-Continuum set may damage ( not destroy) one ship. W hen used with a Battle Bridge sidedeck, this causes default damage. Draw t he two damage m arkers from your side deck, one at a t ime, and place each one onthe ship unless it w ould destroy that ship (in w hich case discard that dam age marker instead).

    Captur ing-related card This phrase, used on Prepare the Prisoner, refers to any card that either captures personnel or

    specifically affects captives. Examples of capturing-related cards include Thine Own Self, Brainwash, Rescue Captives, IlonTandro, Holding Cell Door and Prepare the Prisoner.

    Commandeering When your crew or Away Team com mandeers a ship or facility, it comes under your control, and its affiliationchanges to mat ch the affiliation of one of your commandeering personnel (your choice). How ever, if all of the commandeeringpersonnel are Non-Aligned or Neutral, the affiliation does not change. You may comm andeer only cards which you do notalready control, and only if a card allows it. Borg may not comm andeer a ship or facility; instead, they m ust use a card thatal lows them t o assimilateit .

    I n truder A ler t ! When this incident extends Intruder Force Field such that all intruders on your ships must be th ree or more to be effective, this means theintruders on each of your ships (whet her Rogue Borg or personnel) are disabled unless there are at least three of them aboard that ship.

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    Madred This Q-Continuum expansion set Personnel card (not to be confused wit h the new Gul Madred card in Blaze of Glory)may add 1 to Interrogation or Torture only when M adred and the captive are both aboard the same outpost.

    Q-Continuum side deck Now, w henever one of your used Q-icon cards is discarded or otherwise leavesthe table, place it face upunderneath your Q-Continuum side deck. When y our side deck runs out of face-down Q-icon cards, just shuffle the face-up cardsand place them face down again underneath your seeded Q-Flash doorway.

    Using WEAPONS You cannot use your ships or facilitys WEAPONS for any purpose unless it is uncloaked, its WEAPONS aregreater than zero and you have a personnel aboard. Affiliated cards require a matching personnel aboard; Neutral and Non-

    Aligned cards require a compatible personnel aboard. ( If the f acility is a Nor, the mat ching or compatible personnel must be inOps.)

    To fire its WEAPONS in battle, the ship or facility must not be stopped. Unless returning fire or counter-attacking, the ship orfac il i ty must also have a leader (or a Borg) in i ts crew, and must not have any aff i l iat ion attack restr ict ions that prevent i tfrom f iring at the target. (If the fir ing card is a Nor, the personnel required above must be in Ops.) Remem ber that the card youtargeted for your initial attack is autom atically unstopped and thus is eligible to return fire.

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    TM & 19 99 Paramount Pictures. All Rights Reserved. Used under authorization by Decipher Inc. TM, & 19 99 Decipher Inc., P.O. Box 56 , Norfolk, VA 2350 1. All Rights Reserved.