This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
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By First Maje (Jon Fry)
 - Alpha Quadrant
 -  
#395723
Played my first 1E game the other day and had a blast! One weird situation came up, though: I had Where No One Has Gone Before in effect. I then hit the Cytherians dilemma on one end of the spaceline. The way we played it I was able to move just one space to the other end of the spaceline and complete the dilemma. Is that legal? I've looked at the dilemma a couple of times since then and it's not clear to me if it's the journey or the destination that matters.
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By kingmj4891 (Matthew King)
 - Delta Quadrant
 -  
#395725
Yes it is legal
actions – required – Required actions are
usually indicated by “must” or “must do
nothing but.” There are two types of
required actions, moving and non-moving.
Moving required actions include Cytherians
(you must travel to the end of the spaceline)
,
Incoming Messages (you must return to an
outpost), and Conundrum (you must target
and “chase” a ship). Additional personnel
and equipment may be brought aboard the
ship by beaming, reporting (e.g., to a Borg
Cube), or any other method that does not
require the ship and crew to take an action
such as docking. Personnel and equipment
may not be removed from the ship by any
means. The only other actions the ship and
crew may perform are moving (“Ship must
do nothing but…” means “ship and crew
must do nothing but…”) and meeting
conditions to cure/nullify cards affecting the
ship. It may not cloak, phase, or initiate
battle, including a counter-attack (though it
may return fire if attacked). The crew may
not initiate battle against an intruder, but
may defend themselves if attacked.
Destinations of a required action (outposts,
spaceline locations, ships to attack, etc…)
must be on the same spaceline as the
moving ship. When a moving required action
states that a ship must travel at “normal
speed” or “full speed,” it means you must
use all of its available RANGE each turn
(assuming that the ship is staffed to move),
including any automatic modifiers such as
a Plasmadyne Relay aboard, even if this will
place the shp at a hazard such as Gaps in
Normal Space. You may stop at intermediate
locations. You may use Lakanta’s or The
Traveller’s skills, Where No One Has Gone
Before, Wormholes, Transwarp Network
Gateways, or other such means to shorten
the travel.
You are not required to do so. The
ship can be affected by cards played on it or
encountered on the spaceline, such as
Wormholes, Gaps In Normal Space, etc.
Non-moving required actions include
Samaritan Snare (you must attempt the
mission, if Federation) and Conundrum after
you reach the targeted ship (you must attack
the ship). If a ship is targeted by a nonmoving
required action, you must perform
that action as soon as possible, typically as
your next action. Responses to that action
(e.g., battle-related cards or Senior Staff
Meeting) may be played. When your cards
are required to take more than one action,
you may choose the order in
which to take those actions. For example, if
your Federation ship affected by Cytherians
is at Samaritan Snare, you may choose
whether to move the ship (if you have
available RANGE) or attempt the mission as
your next action.
A ship under the influence of a required
action remains under that influence after it
is commandeered or assimilated; the new
controller must complete the action.
 
 - Beta Quadrant
 -  
#395733
The Cytherians want you to come and meet them - doesn't matter what route you take, as long as you're doing nothing but trying to get there!
 
 - Beta Quadrant
 -  
#395805
:thumbsup: to what everyone else as said. The only other thing that confuses people sometimes is that "must do nothing but travel to far end of spacetime" excludes actions that would ultimately shorten the trip but involve temporarily doing something else. For instance, you cannot:
  • Use the Orb of Time to time travel to a random time location, then jump directly to the end of the spaceline. (The first use of the Orb violates the "must do nothing but..." clause)
  • Go the wrong way to pick up The Traveler from a planet, so you can use his skill.
  • Go the wrong way so you can use a Mission II with a Wormhole to shorten the trip.
 
By Se7enofMine (ChadC)
 - Delta Quadrant
 -  
Moderator
#395807
Yeah Krypto and I are both new-ish (coming back after a long long layoff) and that's how we interpreted it. Nice to know that we both werent out to lunch hehe
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