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Star Trek: Fleet Captains» Forums » Rules

Subject: Dr. Crusher and 5 card hand rss

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Will Fogg
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Hello all!

Ive only played two games so far, and one of the situations that provoked much debating was the ability of Dr. Crusher to take a crew card from the discard pile and add it to your hand.

If we follow the text to the letter, it would imply that the player now would have 5 cards in his hand. I was looking in the rule book for some sentence that specified that 4 cards was the limit to any players hand, but it only says you take 4 cards at the beginning of the game and afterwards, you draw a card everytime you play one.

The fact that now one player would have 5 cards in his hand for the rest of the game was judged to be unfair by us, and so we ruled that after assigning the rescued crew card to a ship, the player wouldnt draw a replacement card, thus having only 4 cards in his hand for the rest of the game.

I have looked through the FAQ and found no reference to this, and I would like a ruling or at least some opinions on how to play this.

Thank you!
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Christopher Scatliff
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Can you provide the card text for those of us who don't have the game in front of us?
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S H
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We don't impose a hand limit. If you can play cards to allow extra draws or more cards-in-hand, good for you. You chose your starting decks well, maybe. Why punish that player?

My impression is that the Federation get more bang-for-buck from their cards anyway, which is fine, it's more thematic (Fed crewmembers are always saving the day vs their more "predictable" enemies in the shows/movies).
 
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Christopher Scatliff
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Boss Trojan wrote:
My impression is that the Federation get more bang-for-buck from their cards anyway, which is fine, it's more thematic (Fed crewmembers are always saving the day vs their more "predictable" enemies in the shows/movies).

I'm all for being true to theme, but in the show the Feds are always saving the day because the Feds always get to win. That would make for a boring game.
 
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