Introduction:
ASF
CCG is based upon the Aries Star Fleet Game and uses many of the characters,
artwork and story line associated with that game.
Objective:
To
be the first player to score 100 points.
Card
Types: Objective, Planet, Station, Upgrade, Enhancement, Intervention, Crew and
Ship cards all make up the ASF CCG Game.
Planet |
Objective |
Intervention |
Crew |
|
|
|
|
Planet
cards are locations in the solar system that make up your game board.
Each planet has a span number which indicates its distance from the
sun. |
By completing the requirements on Objective cards you score points. Objectives play face-down from your draw deck to conceal them from your opponent until activated - turned face up. |
While
you try to complete your Objective, your opponent can try to stop you
using Intervention cards. |
Crew
cards staff ships and use their skills to complete Objectives and overcome
Interventions. Each crew card
may contain more than one personnel. |
Ship |
Upgrade |
Station |
Enhancement |
|
|
|
|
Ships
transport your crew around the solar system.
Each ship has different staffing requirements and different
attributes. |
Upgrades
enhance the capabilities of your ships and crew. |
Ships,
Crew and Upgrades all report to your stations. |
Enhancements
give you additional gameplay capabilities. |
Card Anatomy
How
to Play
Building a deck
4
Planets, 4 seed cards (optional), 24 interventions (minimum), 20 draw deck
(minimum).
Game Setup
Play
begins by determining which player will go first by any mutually agreeable
method. Players then each place their Intervention Pile to their left and their
Draw Decks to their right. There is a time limit of 40 minutes per game.
The first player (player 1) then lays down his lowest distance planet in the
middle of the table. Player 2 does the same. The planets must go in order from
the lowest to the highest, so planets are laid down where appropriate inserting
into the spaceline as needed. If any player lays down Sol, each player plays
their cards to the left of Sol.
Players then seed any cards that may be seeded. You may seed up to 4 cards,
including stations, on the table at this time. Player 1 announces each of his
seeded cards one at a time to the other players, player 2 follows, and so on. At
this time, only the cards are being placed, no text can be executed. Once
complete, players may then begin the play phase of the game.
Stations play in one of 2 ways. If the station says that it can seed on planet
or in space, you can place it on top of the planet, leaving just enough room for
the planet span to show, or you may play it just below the planet to signify the
station to be in space. If the station says that it plays on a certain planet,
it must be played as a planet station.
Play Phase
This phase begins by each player drawing 4 cards from the
top of their draw deck. The draw deck consists of crew, ship, objective,
upgrade, and enhancement cards. Each player may play one card per turn unless
another card allows additional play. At the start of each turn, you must “ante
up” your hand by drawing cards until your hand has no more than 4 cards in it,
or, if you have excess, you must discard until you have 4 cards. Cards
“stored” with another card like computer core do not count as your hand.
Announce to your opponents the end of your turn.
Player 1 begins by announcing the card he will play. If it is a crew, upgrade or
ship player 1 will play them at his station. If it is an enhancement, you must
play them as stated on the card. If playing any face-down card, you do not need
to announce anything about it. It is up to your opponent to to see that you have
played it. This is considered a “covert action”.
Playing cards
Objectives play face down in a pile in front of the owner from the draw deck as a card play and do not have to be revealed to your opponent until “activated” – turned face up. You may only activate one objective at a time and it does not count as a card play.
Upgrades report at the station with ship and crew and travel on the ship. While on the ship, the upgrade enhances the ship’s attributes. Some upgrades may play directly onto any ship and others require a prerequisite before they can be effective. If a ship is destroyed, generally all of the upgrades are destroyed with it unless played on a card like fleet upgrade. Smaller upgrades can be saved with an escape pod if the escape pod has the proper staffing. Upgrades may have staffing icons, which indicate what ship they may be used with. This icon also increases the staffing requirements of a ship.
Crew staff ships and provide the skills to complete objectives. This includes Mission Specialist crews. Each crew may only meet one staffing requirement at a time, unless that crew has multiple staffing icons. Higher-ranking crew may meet a lower staffing requirement, but a lower rank may not meet a higher-ranking requirement.
Crew
Staffing Icons
Small Crew
fulfill minor staffing duties on large ships and fully staff the smallest ships.
Medium Crew staff mid-size ships. This
is the rebel affiliation's largest crew.
Large Crew are
as big as they come and can staff even the largest ships.
VIP can fill any one roll - large,
medium, or small.
Ships
play at the station. If it is a planet station, the ship must have landing
thrusters to leave the station. You may take off and land as many times as you
want each turn, using all of your range each time you do so.
Ship Attributes: Each ship has a set of attributes:
Power, Reserve, and Weapons. Power determines your resilience, how well you
stand up in battle. Your Reserves are your range, or how far you can travel in
one turn. Your Weapons are how much firepower your ship has in battle.
Ship Skills: Your staffed ship also may have special
skills: Landing Thrusters, Torpedo Tubes, Cloaking Device, or other skill.
Landing Thrusters allow a ship to
take off or land from a planet. Ships without landing thrusters must rely on
those with landing thrusters to get people to and from a planet’s surface.
Torpedo Tubes do nothing
without torpedo upgrades.
A Cloaking Device makes a ship
invisible. You may cloak or de-cloak only once per turn by flipping your ship
over. A cloaked ship may only move, it may not do anything else.
Your ship may also have other
Upgrades built into them such as a Fusion Core. This means you may play other
upgrade cards on that ship that require that upgrade without having to play it
in your deck.
Enhancements instruct you how to play them and enhance your game play.
“Plays on table” signifies that the card plays directly in front of the
owner. “Plays on Opponent” signifies that a card plays in front of your
opponent.
Using Ships as Stations
Some ships allow you to use them as a station. You may report crews and upgrades
just as though you could with a normal station. Ships used as stations mat not
be played as a planetary station and unless it specifically says that you can
seed the ship, you cannot use the ship as a replacement for your regular
station.
Moving
Crews and Upgrades
In this game there are no transporters. Crews on a planet cannot simply “beam
up” to a ship in orbit. You must land a ship on a planet to pick your crews up
and leave the planet to get to a ship in orbit. You can transfer crew from ship
to ship as long as they are at the same location either in space or on a planet.
Moving your ships
Unlike
most card games, the space line is linear, and not 3-Dimentional.
Because the game board is made up of bodies in a planetary system – the
solar system – means that moving from one planet to the other requires taking
into account crossing the orbits of other planets to get there.
Therefore, moving your ship to a location requires a bit of math.
Required
Range = (Starting Planet + Destination) X ABS (Starting Planet – Destination)
Example:
Let’s say you are at Earth (span 4) and want to travel to Jupiter (span
7) you would use this formula like this:
Required
Range = (4 + 7) X ABS (4 – 7)
1.
Do the addition and subtraction.
Required
Range = (11) x ABS (-3)
2.
We don’t care about the negative sign on the three so we apply the
Absolute Value to disregard
Required Range
= 11 x 3
3.
And then do the Multiplication.
Required Range
= 33
In practice, this is a very simple method, though not many ships have the range required to make such a jump. You can get to the same place in three turns only using a smaller amount of range each turn by “planet hopping”. Like this:
|
Turn
1 |
Turn
2 |
Turn
3 |
Start
and End |
Earth
4 to Mars 5 |
Mars
5 to Asteroid Belt 6 |
Asteroid
Belt 6 to Jupiter 7 |
Formula |
Required
range = (4+5) X ABS (4-5) Required
Range = 9 x1 Required
Range = 9 |
Required
range = (5+6) X ABS (5-6) Required
Range = 11 x1 Required
Range = 11 |
Required
range = (6+7) X ABS (6-7) Required
Range = 13 x1 Required
Range = 13 |
Total Range Used = 33
You
have accomplished the same distance, except using smaller jumps over the course
of 3 turns. The trick is that you
must have all three of those planets in play to do this. Moons can be helpful to reduce the range required for your
ships to accomplish objectives. Because
they are in the same orbit as their planetary counterparts, they have the same
span as their planetary cousins. So,
the range required to get from the Earth to the moon, ends up being 8 X 0 which
is, of course 0. No range is
required to get from a planet to its moon.
Transferring Power
Even the Banaba with a reserve power of 8 will have a difficult time getting from even the closest of planets. That is why all ships have ability to Transfer Power. You may transfer power from one or two attributes to any other attribute once per turn per ship. This will allow the Banaba to traverse a maximum distance of 24, or fire a maximum of 24 weapons, or reinforce its power to 24. Once power has been transferred it does not return to normal until the end of your turn.
Battles
Battles
may be initiated at any time and may include ship or crew battles.
Ship Battles
To initiate a ship battle, simply announce the attack and which ships are involved (you may not execute any other commands until the battle is over including transferring power). You may use as many ships as you wish if you are initiating the battle, but you may only fire at one ship. Add up your weapons from all ships involved, taking into account bonuses from power transfers and upgrades. Your opponent does the same with his power attribute. If your weapons are greater than your opponents, subtract the difference between your weapons and your opponent’s power to get the amount of damage you may inflict on your opponent’s ship. Subtract the damage from your opponent’s ship attribute total. This is best marked using beads, however dice or a score pad will work as well. All ships and crew involved in the battle are now stopped. Your opponent may return fire by initiating a battle on his turn.
Crew Battles
Unlike
other games, your crew does not have attributes. Each crew may contain up to 3 personnel as pictured on the
card. When a crew battle is
initiated, both players shuffle together each of their crews involved and places
them facedown in a pile in front of them.
Each player turns over the top card of their pile and calculates strength
by comparing 1.) the number of personnel in each of the crews then, if there is
a tie 2.) Staffing ability on each. The
crew that has the higher strength wins and is not stopped.
If the difference in strength is 2 or more, the losing crew is discarded,
otherwise they are stopped. In the
case of a tie, both crews are stopped.
Player
1 |
Player
2 |
Result |
|
Draw
1 |
3
personnel, |
3
Personnel, |
Draw
(Both crews stopped)
|
Draw
2 |
2
Personnel, |
1
Personnel, |
Player
1 wins (player 2 crew is stopped) |
Draw
3 |
1
Personnel, No staffing
|
1
personnel,
|
Player
2 wins, (player 1 crew is stopped) |
Draw 4 |
1
Personnel,
|
3
personnel,
|
Player
2 wins, (player 1 crew is discarded)
|
Draw 5 |
1
Personnel, |
1
personnel, |
Player
2 wins, (player 1 crew is discarded) |
After
the battle, your unstopped crews may continue. Each players' discarded crews may
be saved by the appropriate cards, then the rest placed in your discard pile.
All others are stopped.
Executing Commands
You
may execute game text on any card only during your own turn.
Executing commands also includes transferring power, using special
abilities on ships or crew, initiating battle, moving a ship, moving crews,
reporting crew to station, etc. You
many execute only one command at a time. (ex.
you cannot initiate battle and move ships at the same time.
Completing Objectives
To
begin an objective, you must have first played the objective on the table face
down. You may select an objective
from those played on the table and activate it by turning the objective over and
playing it where it instructs you. You
may only attempt one objective at a time. Once
you have selected a ship and crew to attempt the objective, your opponent may
draw interventions equal to the number of personnel attempting the objective.
Your opponent selects the interventions they wish to use in this attempt
and places them in a pile facedown in front of you.
Flip the top card over, and do as it instructs.
Some interventions will tell you what to do with them after it is done
(ex. “Returns to its owners pile.” The
intervention get placed beneath the intervention pile face-up.) Others are overcome – placed beneath the objective.
Those that are overcome are subtracted from what your opponent can draw
and play next attempt. Once you have met the requirements of the objective, score
points and move the objective to your points area.
All interventions return to the bottom of your opponent’s intervention
pile, face up. When you have
reached the end of your interventions, you may take the intervention pile and
shuffle them back into the pile. If
you stop or discard all of your opponent’s crews and you still have
interventions, those interventions are placed face-up beneath your intervention
pile.
Completing
Combat-Oriented Objectives.
Certain objectives require you to Initiate battles to score points. You may
attempt the objective only when you are capable of initiating the type of battle
specified in the Objective. You then encounter Interventions equal to the number
of all of the crews on all of your ships involved in the attempt that will
battle when the Objective is complete. If a random selection or a discard is to
be made, your opponent chooses the ship that the selection will be made from.
Once the interventions have been encountered and the objective requirements have
been met, only then may you attack the target specified. If you are unable to
complete the objective, your ships and crews involved are stopped until the end
of your turn. Ships that are not a part of the attempt are not stopped and may
execute commands.
Table Layout