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MogwaiSC
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Posted: 16 July 2006 at 1:14am | IP Logged Quote MogwaiSC

I'm confused about this issue, and have heard conflicting statements. I
can't seem to find anything in the rulebook that would resolve the issue.
So, I have a basic question; do Time Knights consume a command slot? I
know they take a command point to engage, but that's different frome a
command slot, at least as far as I understand it. Any help would be
appreciated.
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Eaglepreacher
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Posted: 16 July 2006 at 5:33am | IP Logged Quote Eaglepreacher

Mog, acccording to my interpretation of the rule sthey are the same in essense.  At the start of the game you begin with commmand points equal to the number of players. Thru out the game you can add to this thru cards.  But each point creates a command slot.  The reason the slots are mentioned is due to the ships using 0, 1/2 or 1 full slot.  Also ships always use command slots/pnts first before any cards can recieve any for activation.  Eg  In a game where you have 3 points/slots and 3 strength 6 ships and a time knight , the ships ALWAYS consume the points first and the knight is disengaged. 

The rules I am using are the Command limits and command slots found on pg 13 of universe 2.0 july 1996 rulebook.

ps. when i say ships it means  ships/dragons/bases/psys...except psys always take 1/2 slot regardless of strength.

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MogwaiSC
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Posted: 16 July 2006 at 10:39am | IP Logged Quote MogwaiSC

I remember seeing on here somewhere that someone had posted that
Time Knights don't take a "command slot", but I can't find the post/thread
anymore. My recollection is that they had said something along the lines
that, for example, if you had four command points, and four ships in
play, you could still play a Time Knight, but that you just couldn't engage
it...

I should have been more clear about this at first; sorry.

Any thoughts on this?
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ericbsmith
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Posted: 16 July 2006 at 11:32am | IP Logged Quote ericbsmith

The section in the rulebook on Command limits and command slots that eaglepreacher mentioned covers this pretty well. Ships, Dragons, Bases, and Psys use Command Slots; other cards don't. You must use your command points to create command slots for your existing ships first; if you have any extra command points you can then use them to engage or play cards that require command points to be activated; otherwise they automatically create extra command slots.


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Gekonauak
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Posted: 17 July 2006 at 9:05am | IP Logged Quote Gekonauak

so, yes, you can play the Time Knight without having a command slot available.
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