One Target Only: Each ship and base and other cards with weapons may firecool game it looks like
at only one target each turn; all of that unit's weapons damage is applied to that one target. Several firing units may combine their fire onto a single target into a single weapons volley as normal, or each firing unit may fire at a different target.
Disengaged Ships are Out of Play: If a ship is disengaged, it does not protect the Sector HQ. Games will end much faster this way, and terrain cards will be even more important than they are under the standar rules. Border Defense: Weapons fire may only be at players sitting adjacent to
each other. Card plays may be made on any player.
Stack Your Deck: Instead of shuffling your deck before play, put the cards in the order in which you wish them to be drawn. Do not cut the deck before play, either. This will eliminate ALL luck from the game - - - even the
ante card can be selected since it will be the first card at the top of the deck, placed there by the owning player when he determines the stacking of his deck.
DEFINITION OF TERMS:
Ante - The card offered by each player as a prize for the winning player. Ante cards can never be used during the game and are set aside. The player with the highest strength ante goes first, second highest second, etc.
Active Fleet - The cards in play. These cards include cards played on another player but do not include cards in a player's hand, deck, or reserve fleet.
Disengaged - Cards which are in play, but are not available for use. These cards are positioned horizontally.
Captured - A card which is "captured" (usually a crew or equipment card) is discarded unless a card rule states otherwise.
Destroyed - A card which is "destroyed" is discarded unless a card rule states otherwise.
EMF - Electromagnetic field, the Mechad defense system similar to shields. The EMF does not block transporters.
Empire - One galactic empire. Examples include: Krebiz, Argonian, Mechad, Corporate Aggressors, Indirigan Nomads, Vektrean Mercenaries, Bolaar Pirates and Space Dragons.
Engaged - Cards which are in play and which can be used. They are
positioned vertically.
Exclusive Technology - Empire technology which cannot be used by other empires even by engineers or other special cards (exception - Bolaar and Vektrean ships with engineers or other special cards).
Fleet, Active or Operating - All of the cards belonging to one player that are in play. Does not include the deck, discard pile, reserve fleet or
those cards in the player's hand.
Foreign Technology - Equipment cards which can be used by only one or several empires. Special crew cards can permit the use of foreign
technology by the ships of other empires and on bases and generic ships (Bolaar and Vektrean may use foreign technology on their ships without restriction).
Generated Points - Points such as supply and energy that terrain and some other cards produce for the point requirements of other cards or for special functions. All generated points must be used on the turn they are produced or they are lost.
Hand - Those cards in the player's hand. There are 9 at the start of a
game. There is no limit as to how many or how few cards a player can have
in his hand.
Health-Affecting Cards - These include such cards as illness, injury, insanity and plague. As new cards are added to the game, please use your common sense to define other health-affecting cards.
Illustration - On a card, the art associated with the card.
Illustrator - On a card, the artist who created the art associated with the card.
Killed - A card which is "killed" (usually a crew card) is discarded unless a card rule states otherwise.
Major Empire - The major empires at the time this was written are the
Krebiz Capitalist Alliance, Argonian Republic, Corporate Aggressors, and Mechad Holdfast.
Mercenaries - A one-word term for the Vektrean Mercenaries. Can also refer to independent mercenaries or some other (as yet unpublished) minor empire of mercenaries.
Minor Empire - The minor empires at the time this was written are the
Bolaar Pirates, Vektrean Mercenaries, Indirigan Nomads, and Space Dragons. Name - On a card, the title and alphanumeric designation of that card, which, along with the type and strength and points, define a card as a unique card.
Nomads - A one-word term for the Indirigan Nomads.
Notes - On a card, text which does not describe card function in terms of game mechanics.
Operating Fleet - A synonym for 'Active Fleet' (see above).
Opponent Volley - All the damage points from weapons fire (not card plays) allocated to a single target at a single time from any number of firing units or other sources.
Pirates - A one-word term for the Bolaar Pirates. Can also refer to independent pirate cards or some other (as yet unpublished) minor empire of pirates.
Point Requirements - The number and type of points that a card needs to be Engaged or to function.
Reserve Fleet - A number of cards equal to the number of players at the start of the game set to the side. These cards are selected by each player before shuffling.
Rules - On a card, the text which describes how a card operates in terms of game mechanics.
Sector HQ - Each player has a Sector Headquarters. It can sustain 25
points of damage before being destroyed.
Shields - The defensive system on most ships; the Mechad use a slightly different form of shields called the electromagnetic field, and dragons do not have any shields.
Strength - On a card, the number in the upper left corner which defines the relative durability of that card. Strength may also relate to other card functions.
Strength Damage - Damage applied against the strength points of a card. Structural Damage - Damage applied against the strength points of a card, usually a ship or base card, as opposed to damage applied to a unit's shields.
Terrain Modifier - Additions or subtractions (or other arithmetical
changes) which a card makes to the generated points of a terrain card.
Turn 1 Restrictions - Only terrain cards may be played.
Turn 2 Restrictions - Only one ship or base may be played.
Unit - A base or ship or D dragon. A unit counts against a player's
command limits.
Type - On a card, the letter designation in the upper left corner which defines the card type.
Weapons - Includes such things as phasers and subspace whips, and heavy weapons such as sabots and energy fluxes.
GALACTIC INTERCOM:
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interactions, presents fiction, gives you prototype cards to playtest and contains a production schedule. There are examples to help clarify play and many other articles. Plus get details and win prizes with our card design contest. Subscribing is the only way to get the B5 Growing Economy card. It's not available elsewhere and comes free with your subscription. Call 1-800-49-GAMES to subscribe.
[Please note that sinc this is plain ASCII, some of the symbols are in their ASCII equivalents. To see the proper symbols, convert those characters to zapf dingbats font.]
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