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Blaze of Glory Rules Supplement

DAMAGE MARKERS

Some damage results are immediate and have a one-time effect (such as killing a crew member or downloading a Warp Core Breach). Other damage results have an ongoing effect (such as reduced attributes, off-line transporters or fluctuating shields) as long as that damage marker is in play. Most damage markers also specify a reduction to HULL integrity. When a ship's or facility's HULL is reduced to 0%, it is destroyed.

When you use a Battle Bridge side deck, it does not always take two attacks to destroy your opponent's ship or facility. Sometimes it will take only one attack, and sometimes it may take three; it all depends on the mix of Tactic cards you decide to use, and on the luck of the draw.

Multiple copies of the same damage marker are cumulative, including reductions to attributes and HULL integrity.

If your side deck is ever completely out of Tactic cards (because they are all in play as damage markers), you will be unable to further damage your opponent until some of your damage markers return to your side deck.

"Off line" -- When a damage result indicates that something is "off line," the affected item may not be used in any way as long as that damage marker is in play. Attribute enhancements being off line affects all enhancements to the specified attribute (but ATTACK and DEFENSE bonuses are conceptually based on battle strategies and tactics, and thus are not considered enhancements to WEAPONS and SHIELDS).

Default damage -- When you are using a Battle Bridge side deck, sometimes your opponent's ship or facility will be damaged when you do not have a current tactic (such as when encountering a dilemma or during a battle in which you choose not to play a current tactic). Whenever this occurs, the default damage is two cards from your side deck (), or four cards () for a direct hit.

Order of damage results -- In most cases, the sequence in which you apply damage results will not matter. Once in a while, though, the order may be significant. In these cases, carry out immediate damage results first and check the HULL reduction last.

For example, suppose the HULL integrity of your opponent's ship has already been reduced by 80% when it is damaged again, and the two damage markers from your side deck each specify one casualty and HULL -30%. Normally the casualties are moot because the ship is about to be destroyed. However, if your opponent wants to play an Escape Pod, he must suffer both casualties first, so the Escape Pod saves only the remaining crew.

Repair -- If your ship's damage is indicated by your opponent's damage markers, you may remove one damage marker (random selection) at the end of each of your turns that ship remains docked at an outpost or at a Docking Pylons site for the full turn.

Whenever a ship or facility is fully repaired (for example, by a card such as Defense System Upgrade, Exocomp, Into the Breach, Regenerate or Spacedock), remove all of its damage markers. Damage markers are also removed if the ship or facility leaves play for any reason (for example, being returned to hand or placed out-of-play).




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