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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 01 October 2012 at 12:45pm | IP Logged
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This is probobly the third time Ive posted thid,but it
has been so good for my group.Its probobly the whole
reason we are still having a blast.It also enables me to
make 60+ decks.
The following list is our house ruled restricted list.You
can only have 3 cards from this list in your deck,subject
to all normal deck construction rules,ie only 2 of one ST
9 card etc.
R/10 now for some thing compleatly diff
O9 cat rep
07 suprise attack
)6&8 Tech breakthrough
O7 Capital revitalization
L9 accellerated timeline
L9 discard equivilancy
L6 Scepter of time
R/C9 Temporal engineer
O10 time portal
R/O8 reserve call up
I m pretty sure thats the whole list,we also have an
unoffical rule restricting deck size to about 125 cards
give it a try ,rather than THE combo coming up all the
time
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 22 October 2012 at 2:18pm | IP Logged
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Like I've mentioned before. The only card on this list actually worth restricting would be Cat Rep.
That and the Marine Depot are broken.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 24 November 2012 at 5:06pm | IP Logged
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as I look back on this list there are a couple of changes
I would make
1)add Cessation of Fire
2)make Surprise attack and O6 tech break only count as
1/2 a slot
Gek-The REAL point of this list is -You HAVE to put all
these cards in EVERY deck. Thats YAWN!
And for a new player to have to find or be given these
cards to be able to play.....YIKES
I've gotten 6 new players into the game in the last 3
months,no way could I have given them all of this and
none are in the finantial position to buy them
Edited by Aramax on 24 November 2012 at 5:07pm
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 25 November 2012 at 9:49am | IP Logged
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Yeah, I'd add Frayed Time Spindle in there somewhere myself... But that's just me. Just because of the whole "Giant ship armed to the teeth? Not anymore!" sort of thing... It sucks when you have a big stupidly powerful ship and it just goes poof.... Oh wait... you said 3 from the entire list... Hmm... well Frayed Time Spindle would be better if only 1 per deck instead of 2.> < =text/ src="https://count.carrierzone.com/app/count_/count.js">> < =text/> >
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Edited by marhawkman on 25 November 2012 at 9:56am
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 25 November 2012 at 5:10pm | IP Logged
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Although the time spindal is very powerful we did not want
to include most heavy offence cards due to thier making
games shorter.
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 26 November 2012 at 10:30am | IP Logged
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Ah, yeah, that's a good point.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 30 November 2012 at 12:46pm | IP Logged
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Id also have put the
R/L 8 Targeting Error
R/l 7 Alien Artifact in there but then peeps would just
play more O defence cards so I guess they stay off the list
forever......
Edited by Aramax on 02 December 2012 at 5:23pm
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Carthaginian Acolyte
Joined: 15 November 2012 Location: United Kingdom Posts: 16
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Posted: 01 December 2012 at 8:00pm | IP Logged
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I must say, as a new player there is nothing as
discouraging as lacking certain cards or even enough of
certain cards and then going up against Mr. Suitcase of
Cards.
In my opinion having a restricted list encourages new
player participation, so thank you for posting your
recommendations, I have made a copy.
C.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 01 December 2012 at 9:12pm | IP Logged
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Carthaginian wrote:
I must say, as a new player there
is
nothing as
discouraging as lacking certain cards or even enough of
certain cards and then going up against Mr. Suitcase of
Cards.
In my opinion having a restricted list encourages new
player participation, so thank you for posting your
recommendations, I have made a copy.
C. |
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In all my t
years of posting this,you are only the 3rd person
who liked this idea.Its why my group has been going
strong
for all these yaers.Also this way I might end up w/100
decks yet!Only thing stopping me now is lack of luck
cards
Edited by Aramax on 02 December 2012 at 5:21pm
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 02 December 2012 at 8:23pm | IP Logged
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Well, I agree with the idea. I may or may not agree with the exact list though.
How did the prototype cards work again? I am wondering if you could simply retcon them all as prototypes.
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 08 December 2012 at 1:57pm | IP Logged
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you get 1 technology slot for every 50 0r 25 cards[cant
remember]a prototype costs 1/2 and conjectoral costs
one,each card you can only have one of.Only really matters
w/ grey death and garshain
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 08 December 2012 at 3:55pm | IP Logged
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ah, ok. never mind then.
Hmm, I'm kinda surprised you don't have any of the "cessation of" cards in there. Some aren't awe inspiring, but some are really mean... Cessation of Fire and Cessation of Time come to mind here.
Anyways, it's probably my own weird perspective on things, but I like to think of GE as being a military strategy game. Sure it's a TCG/CCG, but it's about commanding space armadas... that's a large part of why dislike using a lot of luck cards.>
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Edited by marhawkman on 08 December 2012 at 4:11pm
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Aramax Exalted
Joined: 14 July 2004 Location: United States Posts: 390
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Posted: 18 February 2013 at 12:20pm | IP Logged
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We updated the restricted list for the first time in about
14 years
O7 Surprise Attack,O6 Tech break through,and L6 Scepter of
time now count as 1/2 of your 3 slots
R/O8 Cessation of Fire is now on the list
Playing 3 T6 Katryn and 2 T9 Spy Central count as all three
of the cards on the restricted list,this is the only way
you can play these cards
You can trade restricted slots for exception slots on a 1:1
basis(We are still using the old rule of 3 exceptions)
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Gekonauak IRC
Joined: 10 May 2006 Posts: 1595
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Posted: 18 February 2013 at 12:22pm | IP Logged
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Trading restricted slots for exception slots is unbalanced.
If you think a card should be restricted, I can still put 3 of them in my deck?
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 20 February 2013 at 6:15pm | IP Logged
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Hmm.... So what's the total list look like now?
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 21 August 2016 at 11:32am | IP Logged
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The MtG restricted list was created out of a need (re=Knee jerk reaction) due to someone finding a way to abuse a card or couple of cards played as a combo. (T-4 Dark Mountain and any outside of draw phase card draws)
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Aramax, I've played with your group, and your restricted list is TOO restrictive, taking all or most of the fun out of the game. It's not about Mr. Suitcase, as you certainly qualify for that title. Your list is about curtailing the Stewart/Dangro Command Draw decks, which was perfectly legal and yes, very powerful. Or did you forget, that once they showed up at that first Tactical Retreat and basically swept the field, that even Tony came back to the next one with a near copy of their decks?
This deck build strat was so effective, it took the release of Comedy Club to finally put the brakes on it. Not that Comedy Club didn't suffer from it's own issues.
The restricted list that your group plays with is the worst knee jerk reaction ever. For the planned GE Re-release, we're aiming for the following:
Max deck size: 180cards.
Max Category size limit: 30 cards per category.
Persona, revisited: All Entity level cards (level 10) are now Persona. New persona cards: Reactionary World, All 'Named' Terrain: Vektrea Prime, Corporate Homeworld, Katryn, Spy Central, Galaxy Express 999 just to name a few. Basically, if the Terrain card has a unique name, it is now considered persona.
New Persona restrictions: Other than only one can be in play at any given time, NO Persona card can START in the reserve fleet, though you may swap it into the reserve later in the game.
Banned List: This is a list of all the cards deemed SO powerful, that having even one in your deck causes an immediate imbalance to play at any given table:
Cyber Mage (Any Strength), including Cyber Mage Implants. Accelerated Timeline Scepter of Time* (*= Card draws aren't an issue, but extra card PLAYS is)
Basically, if it allows you to have more than 3 card plays in a turn, it should be banned.
More cards to be added later after some extensive play-testing.
The reason I disagree with Aramax' restricted list is simply because cards like Cat-Rep and Surprise Attack get games over with. Discard Equivalency and Alliance Treaty and Alien Artifact, they just let you draw cards. Take away the abilities to put those extra draws into play, and these cards are no longer that awesome. Luck and Occurrence cards that modify or negate weapons fire also help to end games. Restricting them is a moot point, especially if your intentions are to end a game.
Take this writing with a grain of salt if you wish, but once the Kick-Starter campaign gets off and running, these will mostly be the law of the new GE Land...
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Edited by werewolflht65 on 21 August 2016 at 11:48am
__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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marhawkman IRC
Joined: 20 January 2010 Posts: 250
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Posted: 15 October 2016 at 12:42pm | IP Logged
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Hmmm interesting..... got a link to that kick starter?
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 01 April 2017 at 12:18am | IP Logged
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Still waiting on Emanuel to locate who exactly owns the rights, since none of the banks that dealt with Shultie still exist.
After conversing with Mr Volakis, our think tank has moved away from a stand alone card game, and moved more toward a board game, using existing cards. I'll add the rules for this new idea, which is still in alpha testing, below... As to my above diatribe about banned and restricted lists, the only things that have now changed are deck size (Capped at 150), Named terrain being Persona, and that's it. No restricted list or banned list, as the system we're working on limits it on its own.
Galactic Empires Playmat Rules v1.1
The Playmat: Designed for up to 4 players, each player has 4 system slots, three for systems they control, plus one representing their Home System/Sector HQ. Adjacent to each player's start zone, is the Transient Zone. These three slots mark the edge of each player's empire. More on this zone later. In the center of the map are 5 Deep Space Zones. These are areas of deep space that ships have to traverse to reach opponent players.
Playmat Basic Rules: Player Zones: In each player zone, there are 4 slots; 1 slot is the Home System, which is also the location of each player's Sector HQ. The other three zones are systems and worlds that the player controlling that zone has colonized/conquered.
{Changes to stated rules: On Turn 1 (and ONLY on Turn One), ONE (1) swap may be made to the Reserve Fleet (RF), exchanging a card of ANY strength for a card of ANY strength in the RF. Stock your RF wisely.}
On turn 1, you may play 1 terrain. This terrain is placed in the Home System slot in your Player Zone (PZ). Additionally, you may make the above swap to the RF to retrieve a terrain card to place as your home system (a wise idea). On subsequent turns, you may play terrain to the other three terrain zones within your PZ.
Fleet Shipyard: Your home system is your fleet shipyard. All ships played to the fleet must START at the home system, and venture forth from there. EXCEPTION: Once you have terrain played to the other three terrain slots in your empire, each of these terrain may construct bases (ie- bases may be played to these systems/planets/etc, without needing a tug to move them. Also, any terrain of strength 8 or higher, may construct a shipyard. {Cost is 1 each of Economy, Supply and Energy equal to the maximum hull size that shipyard can build, up to the strength of the terrain!
(Example: Neumannia is a T8. Bob constructs a class 8 Shipyard there, costing 8 each E, S, and En. [Use a marker chit with a die showing the strength of the Shipyard]. He can now build (re-Play) up to hull strength 8 ships at Neumannia.)
Moving Bases: As before, to move a base from one terrain to another requires the use of a ship tug. Tugs are (typically) independent (blue) ships, and are part of each fleet's independent merchant fleet. (An actual S-Card "Tug" is NOT required!) Moving a base from one terrain to another cost an amount of energy (allocated during allocation) equal to the strength of the base, and consumes one of your card plays/ship movement points for that turn. NOTE: On the turn that a base is being moved, it connot function, generate any points whatsoever, or fire weapons. All crew and equipment assigned to that base are likewise disengaged. (Everyone is pre-occupied with the move)
Transient Zones: The three Transient Zones that border your empire are the connector spaces that connect your Empire to Deep Space. These zones are very important for three reasons.
1) If an enemy player successfully occupies each of the zones between your empire and deep space, your empire has been BLOCKADED! (More on this in a moment)
2) Only ships of Hull strength 4 or greater can transit between your home systems and the Transient Zone/Deep Space. EXCEPTION: The S-4 Local Police Ship CANNOT enter the Transient Zone. (It isn't equipped with FTL engines, so it cannot make the trip). All other ships strength 4 or greater may transit into Deep Space.
3) Exploration: Upon a ship entering a sector of Transient Space, it may begin exploring that sector. This is done by the ship (or research-generating crew on the ship) expending research points. The ship must generate its OWN research points, or have a crewmember that can. Throw 2D6. On a throw of 10+, you found a planet/system etc (You may now play a terrain to this system.) Add 1 to your die roll for each research spent during exploration. This roll is made only ONCE, and if it fails, there is nothing of value in that sector. Use a chit to mark each Transient Zone, to denote that it has already been explored. A TZ may only be explored ONCE each game, so multiple attempts by different empires will always yield the same result.
(Other notes: If a Battle Tender is destroyed in any zone other than the Home Systems, all carried craft, whether attached or not, are also considered destroyed.)
Blockading an Empire: On that rarest of occasion, where an empire finds all of it's transient zones occupied by enemy warships (S-4 or higher EMPIRE ships, not Independent (blue) ships), that empire is blockaded. Effects of Blockade: 1) All points generated by terrain are reduced by half; also of note, NO Economy points are generated within the empire! (Reason: Since all economy is generated by participating in Galactic Trade, your merchant fleets can't get goods to market, nor can your empire import goods.)
2) All ships beyond the Transient Zone begin to suffer. Repairs cannot be made, unless a crew card on the ship can generate repair points. (This doesn't apply to the free shield repair all ships get each turn) Also, each ship may only function for a number of turns equal to 1/2 of it's hull strength (rounded down), once cut off from the empire. This rule contradicts the allocation and engagement section of the rules, and supercedes it. HOWEVER, once a cut off ship expends it's last turn of supplies, it becomes a DERELICT. All crew must abandon ship (discarded) and equipment ceases to function. Derelicts drift in the zone they shutdown in, take half damage to destroy (only need 4 points to destroy an S-8 etc), and can be CAPTURED! Captured derelicts yield an amount of intel (research) equal to 1/2 of the hull strength of the ship. The ship is then discarded. This research (intel) is IMMEDIATELY applied to the captured ship's empire's Sector HQ as DAMAGE! {Basically, don't get Blackaded; it really sucks!}
EXCEPTION: If a ship is equipped with any CARGO modules (E-1 etc), it may continue to function (stay engaged as per it's last turn before being cut off) for a number of turns equal to 1/2 it's Hull strength plus 1 for each strength of Cargo it carries.
The only way to end a blockade are thus: 1) Destroy one of the enemy ships in one of the Transient Zones;
Or
2) Play an O-9 Alliance Treaty (Choosing the 'Can't be fired at for TWO turns' Option) This will delay the blockade for TWO 2 turns. Once expired however, EMBARGO ON! (to quote a line from Thunderdome)
Moving Ships around the Empire (and Beyond):
All ships move around the empire and through Deep Space, expending movement points. Each Empire has two MPs per turn, though you may convert a Card Play into a movement point if needed. Each player has three (3) card plays per turn, and can convert any number of them to ship movement points. Each ship, regardless of size, may move from one zone to any ADJACENT zone, for one MP, assuming it's engaged and not a Derelict.
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__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 02 April 2017 at 11:11am | IP Logged
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Version 2.0 of the GE Board Game rules. Check out the game board on the GE Facebook page: https://www.facebook.com/groups/496750357169410/
Galactic Empires Board Game V-2.0
The Game Board: Designed for up to 4 players, each player has 4 system slots, three for systems they control, plus one representing their Home System/Sector HQ. Adjacent to each player's start zone, is the Transient Zone. These three slots mark the edge of each player's empire. More on this zone later. In the center of the map are 5 Deep Space Zones. These are areas of deep space that ships have to traverse to reach opponent players.
Game Board Basic Rules: Player Zones: In each player zone, there are 4 slots; 1 slot is the Home System, which is also the location of each player's Sector HQ. The other three zones are systems and worlds that the player controlling that zone has colonized/conquered.
{Changes to stated rules: On Turn 1 (and ONLY on Turn One), ONE (1) swap may be made to the Reserve Fleet (RF), exchanging a card of ANY strength for a card of ANY strength in the RF. Stock your RF wisely.}
On turn 1, you may play 1 terrain. This terrain is placed in the Home System slot in your Player Zone (PZ). Additionally, you may make the above swap to the RF to retrieve a terrain card to place as your home system (a wise idea). On subsequent turns, you may play terrain to the other three terrain zones within your PZ.
Fleet Shipyard: Your home system is your fleet shipyard. All ships played to the fleet must START at the home system, and venture forth from there. EXCEPTION: Once you have terrain played to the other three terrain slots in your empire, each of these terrain may construct bases (ie- bases may be played to these systems/planets/etc, without needing a tug to move them. Also, any terrain of strength 8 or higher, may construct a shipyard. {Cost is 1 each of Economy, Supply and Energy equal to the maximum hull size that shipyard can build, up to the strength of the terrain! This cost may be payed over a MAXIMUM of three (3) turns, finalized on the third turn.}
(Example: Neumannia is a T8. Bob constructs a class 8 Shipyard there, costing 8 each E, S, and En. [Use a marker chit with a die showing the strength of the Shipyard]. He can now build (re-Play) up to hull strength 8 ships at Neumannia.)
Moving Bases: As before, to move a base from one terrain to another requires the expenditure of energy points equal to the strength of the base. (Allocated for the move on the turn OF the move) Moving a base from one terrain to another consumes one of your card plays/ship movement points for that turn. NOTE: On the turn that a base is being moved, it cannot function, generate any points whatsoever, or fire weapons. All crew and equipment assigned to that base are likewise disengaged. (Everyone is pre-occupied with the move)
Transient Zones: The three Transient Zones that border your empire are the connector spaces that connect your Empire to Deep Space. These zones are very important for three reasons.
1) If an enemy player successfully occupies each of the zones between your empire and deep space, your empire has been BLOCKADED! (More on this in a moment)
2) Only ships of Hull strength 4 or greater can transit between your home systems and the Transient Zone/Deep Space. EXCEPTION: The S-4 Local Police Ship CANNOT enter the Transient Zone. (It isn't equipped with FTL engines, so it cannot make the trip). All other ships strength 4 or greater may transit into Deep Space.
3) Exploration: Upon a ship entering a sector of Transient Space, it may begin exploring that sector. This is done by the ship (or research-generating crew on the ship) expending research points. The ship must generate its OWN research points, or have a crew member that can. Throw 2D6. On a throw of 10+, you found a planet/system etc (You may now play a terrain to this system.) Add 1 to your die roll for each research spent during exploration. This roll is made only ONCE, and if it fails, there is nothing of value in that sector. Use a chit to mark each Transient Zone, to denote that it has already been explored. A TZ may only be explored ONCE each game, so multiple attempts by different empires will always yield the same result.
(Other notes: If a Battle Tender is destroyed in any zone other than the Home Systems, all carried craft, whether attached or not, are also considered destroyed.)
Blockading an Empire: On that rarest of occasions, where an empire finds all of it's transient zones occupied by enemy warships (S-4 or higher EMPIRE ships, not Independent (blue) ships), that empire is blockaded. Note: In order to blockade an Empire, a SHIP must be in play in each of that empire's TZs. Remember, space is B*I*G! You can't lay a minefield and say "Haha, you're blockaded by my minefield!" The Empire ships would simply drive around the minefield, since they don't move, and if minefields were so all encompassing, blockade runners wouldn't get through either. (Sorry Mr.Dangro)
Effects of Blockade:
1) All points generated by terrain are reduced by half; also of note, ALL Economy points generated within the empire are reduced to 1/3 (This accounts for blockade runners and their ilk! (Example: Bob's Krebiz Empire is blockaded by Jim's Argonian. His total Economy generation among his four systems is 12. During the blockade however, his empire only generates 4. Round all fractions UP! 4 & 1/3 rounds up to 5)
2) All ships beyond the Transient Zone begin to suffer. Repairs cannot be made, unless a crew card on the ship can generate repair points. (This doesn't apply to the free shield repair all ships get each turn) Also, each ship may only function for a number of turns equal to 1/2 of it's hull strength (rounded down), once cut off from the empire. This rule contradicts the allocation and engagement section of the rules, and supersedes it. HOWEVER, once a cut off ship expends it's last turn of supplies, it becomes a DERELICT. (There has never been an option for self destruct in GE, and I'm not adding it now!) All crew must abandon ship (discarded) and equipment ceases to function. Derelicts drift in the zone they shutdown in, take half damage to destroy (only need 4 points to destroy an S-8 etc), and can be CAPTURED! Captured derelicts yield an amount of intel (research) equal to 1/2 of the hull strength of the ship. The ship is then discarded. This research (intel) is IMMEDIATELY applied to the captured ship's empire's Sector HQ as DAMAGE! {Basically, don't get Blockaded; it really sucks!}
EXCEPTION: If a ship is equipped with any CARGO modules (E-1 etc), it may continue to function (stay engaged as per it's last turn before being cut off) for a number of turns equal to 1/2 it's Hull strength plus 1 for each strength of Cargo it carries.
The only way to end a blockade are thus: 1) Destroy one of the enemy ships in one of the Transient Zones; 1]\- Or
2) Play an O-9 Alliance Treaty (Choosing the 'Can't be fired at for TWO turns' Option) This will delay the blockade for TWO 2 turns. Once expired however, EMBARGO ON! (to quote a line from Thunderdome)
Moving Ships around the Empire (and Beyond):
All ships move around the empire and through Deep Space, expending movement points. Each Empire has two MPs per turn, though you may convert a Card Play into a movement point if needed. Each player has three (3) card plays per turn, and can convert any number of them to ship movement points. Each ship, regardless of size, may move from one zone to any ADJACENT zone, for one MP, assuming it's engaged and not a Derelict. Cards that augment the cards played per turn only add CARD PLAYS, not MPs! Cyber Mages, L-8 Scepter of Time, Accelerated Timeline and the rest have no effect on how fast your ships move! Also, each individual ship may only move ONCE per turn, moving from one sector of space to another. You can't move one ship 5 sectors!
Combat: Combat only occurs (usually) when a State of War exists between two empires. War is declared during the Allocation phase, OR, if a card play changes the conditions of the game (O-7 Surprise Attack, for example) More on Surprise Attack below.
Let's break this down based on situation.
Ship vs Ship: In order for two (or more!) ships to fight, both ships must end their movement in the same sector. When a player moves a ship into a sector already occupied by an opponent ship, if War has not been declared, both ships move and function normally (Space is B*I*G after all, and each sector on the DS Map is assumed to be a few AU wide).
If a state of war DOES exist, the player who has turn priority moves into the occupied territory, and announces weapons fire. The defending player may defend himself with reaction cards normally, and may return fire on his next turn. Since ships only move one sector per turn, the ship that fired on you will be there to receive return fire.
If a player plays the O-7 Surprise Attack card, he may only do so if he has a ship in a sector either occupied by an opponent ship, or if he has a ship occupying an opponent Transient Zone, and the SA ship is played against an adjacent Empire Sector. The defending player may respond normally.
Ship vs Base: If a player has a ship in a sector where an opponent has a base, the moment a ship enters that sector, the base may fire its weapons on the invader FIRST! (This rule supersedes all existing rules concerning who fires first) The exception to this rule is the O-7 Surprise Attack, as stated above. In that instance, the base is caught flat-footed and is fired on first. The defending player may respond normally. The reason for the base getting the first shot? They saw him coming. Why didn't they see the Surprise Attack ship then? Call it divine fate, a sensor shadow or an experimental cloaking device or whatever.
As per normal GE rules, a ship cannot fire at terrain if it's protected by a base. Once the base is destroyed, terrain may be targeted normally.
The Game Board VS crew attack cards:
Certain crew have the ability to move against a ship or base and cause damage (Time Assault team for example) or to capture the unit entirely (The Rogue Couple). In order to perform these functions, the owning player MUST have a ship in the SAME sector! If a crew makes a there & back attack against another player's ships, a state of war has been declared, and the defending player may take action on his next turn accordingly. (Assuming he still has a ship or base in that sector of course) All other crew that can perform T&B actions, must be in the same sector as their intended target.
The Game Board VS Interstellar Phenomenon:
Monsters, Hazards, certain Occurrences and the Luck Demons are played independently of sectors. Monsters and Hazards are played onto opponent ships and terrain as normal. Occurrences are played against an opponent as normal. Luck cards not played in reaction are played to locations within the owning player's fleet.
Empires not allowed in this variant:
Comedy Club Psycanti / Visonic Fillarian
The reasons are many and varied. Too many to list for a few, and obvious to most if thought is given to the new play system.
Changes to the existing game structure:
Deck construction: Decks are constructed as before (8 categories, 5 cards (minimum) per category), with a deck cap of 150 cards. No more than 30 cards in any one category. All named terrain (It has a unique name under the portrait) is considered Persona. Examples include 'Vektrea Prime' and 'Bolaar IV'. Non-Persona terrain would be worlds like Custom System (Neumannia), since the words 'Custom System' aren't a name per say, more of a title. Persona class cards may NOT start play in a player's RF. They may be played to the RF later in the game however.
Restricted / Banned list Currently, there are no cards in either category. With the deck size limit and the category size limit, I'm pretty confident that there won't be a need for a list on either front.
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__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Lobo IRC
Joined: 04 July 2007 Location: United States Posts: 533
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Posted: 06 July 2017 at 10:23pm | IP Logged
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-Wolf: I know who owns the rights.
If you have a few thousand to spend, i'll give you the contact info for
their attorney. If yer not willing to spend some dough to acquire
them, they will ignore you.
Happy hunting.
Lobo (lobo_hacker@yahoo.com)
Edited by Lobo on 06 July 2017 at 10:24pm
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 07 July 2017 at 6:18am | IP Logged
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As I posted to our groups FB page, we already know who holds the rights. One of our members has already been in touch with him, and a deal is just around the corner.
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__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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Galactus1 Admin Group
Joined: 01 October 2003 Location: United States Posts: 118
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Posted: 10 October 2017 at 6:41pm | IP Logged
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There is no need to have such a huge restricted list. If you don't know how to defeat card combos....you are not being creative. All the cards you have on your list ARAMAX can all be defeated with the right card combos. Why homogenize the game simply because of one players disdain for a set of specific cards?
I would agree with Geoknauk on this list. The only cards that need to be banned are Cat Rep and The Aesthetic Marine Depot.
As for Game Variants....that's hardly a game variant...its a completely DIFFERENT GAME. More like Firestorm meets gutted/mutated GE.
As for purchasing the rights to GE and relaunching the game (with any chance of success) you better have $50-100k set aside for production, promotion and booth fees for Gen Con, Origins, Pacificon, Strategicon and a few others. Oh yeah...and probably about $20k in attorneys fees. Anyone thinking they can do it for less and seriously get the game back in game stores is blowing smoke up their own ass and yours. End of rant.
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werewolflht65 Exalted
Joined: 08 October 2007 Location: United States Posts: 780
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Posted: 10 October 2017 at 8:57pm | IP Logged
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Well, as fate would have it, I've pretty much given up on both GE and MTG, simply because the cubic dollars I spend on cards wasn't translating into more wins. There was always some new combo, or some older must have card that I didn't, waiting to shut me down.
As for GE's reboot, we tossed the whole board game concept a few months ago, instead opting for a simultaneous turn system. Suffice to say, we've had more luck with that with regards to GE the card game, then we were having with the board game...
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__________________ "Light Balls? You didn't ask for Light Balls. You asked for Light BEER!" Capt. Sergei Fukov, CPP Kalinka
Star Wreck, In The Pirkinning
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