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Star Trek: Fleet Captains» Forums » Rules

Subject: Opposed test - just making sure rss

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Jan Horinek
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Guys i am just making sure, since the example in the rulebook isn't the most clever one.

Does an opposed test execute just like this?

The active player may Power Adjust if he still can
+ gets a permanent bonus from his crew cards or can trash any number of them for a one time bonus
+ can play one command card or pass
+ lets opponent play one harmful command card
+ can play one command card in case he passed before
+ rolls 1D6

then

The target player gets a permanent bonus from his crew cards or can trash any number of them for a bonus
+ can play one command card or pass
+ lets opponent play one harmful command card
+ can play one command card in case he passed before
+ rolls 1D6

then they compare the results.

Is that correct?
 
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Alexander
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yeeshkul wrote:
Guys i am just making sure, since the example in the rulebook isn't the most clever one.

Does an opposed test execute just like this?

The active player may Power Adjust if he still can
+ gets a permanent bonus from his crew cards or can trash any number of them for a one time bonus
+ can play one command card or pass
+ lets opponent play one harmful command card
+ can play one command card in case he passed before
+ rolls 1D6

then

The target player gets a permanent bonus from his crew cards or can trash any number of them for a bonus
+ first lets opponent play one harmful command card
+ then can play one command card or pass
+ can play one command card in case he passed before
+ rolls 1D6

then they compare the results.

Is that correct?


I have changed your post according to how I think it works. But I am quite new to this game, so I hope it is correct.
 
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Jan Horinek
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After reading Faq, it looks like the sequence of an opposed test is like this

1. The active player may Power Adjust if he still can.
2. Bot players get a permanent bonus from their crew cards or they can trash any number of crew cards to get their one time bonus instead.
3. The active player can play one command card or pass.
4. The target player can play one command card.
5. The active player can play one command card if he passed before.
6. Both players roll 1D6 and compare the results.

*******

A non opposed test most likely goes like:

1. The active player may Power Adjust if he still can.
2. The active player gets a permanent bonus from his crew cards or he can trash any number of crew cards to get their one time bonus instead.
3. The active player can play one command card.
4. The opponents can respond with one interrupt (in total)
5. The active player rolls 1D6 and compare the result to the test level.
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