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Star Trek: Frontiers» Forums » Rules

Subject: how can the captain be wounded? ending rounds / ship icons rss

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Patrick SAYET
France
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I see in rules when the captain is wounded, the defense is 1. But the captain card in the deck is just game bonuses like the other cards, not a card that stays like the personnel you recruit ... so how can he be wounded?
Is the only way of ending rounds when someone has no more cards in deck? so a full game with a specified goal could be done in one round as the players can control how their decks are re-shuffled? Also When a new round begins, many things are reset, do your damage cards go back in the damage deck?
I see colored icons on ships are used for the dummy player, is there another use for it?
 
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Pavel P
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If you decide to include the captan in Away Mission you put your Transport Token to your Ship card. Your Ship card acts as your Captan. A captan card is for using captan special ability, if it present in your hand.
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Patrick SAYET
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thanks for clariftinf this
I'm still a bit confused about how a round ends, players take turns choosing tactics then doing actions, and when one has no more cards to draw he declares end of round or he has no cards in hand and the round ends then. It puts so much control in the hands of the players - especially the one who is leading, to end the game ealy or make a single round very long ...
 
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Pavel P
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1. Players choose Tactic only on start of round. Not every turn
2. Players play turn by turn until: one of them has no more cards in ship desk. If that player has no more cards in hand - he must declare End of Round. Every other players played last turn. If player with empty Ship desk has any cards in your hand - he can play turn or declare End of Round optionaly (but if declare End of Round he misses the move, other players take one last turn)
This stimulate players to spend cards each turns and watch how others spend cards
 
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Patrick SAYET
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but the tactic bonus (draw 2 cards, play a second turn) only works on the first turn of each player when the round starts? or is is every turn of each player until the next round? Or is this considered a special phase then the normal turns go on?
 
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Andrew Parks
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Somerset
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Tactic #5 lets you draw 2 cards immediately, and then its effect is over. You can flip the card face down at that point.

Tactic #6 lets you take a second turn in a row once during the round. Once you have done so, the effect is over and you can flip the card face down.
 
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