This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#598970
What's the rule you always forget?

This could be a rule you forget about completely until the crucial moment, or it could be a rule with a lot of pesky details that you always have to look up, or it could be a rule that doesn't actually exist but it used to and now you have to keep reminding yourself that it's changed.

Just any rule thing where you're like, "Ah, nuts, how did I miss that?"

(My ulterior motive for this question: common pitfalls are good areas for the Rules Committee to look at, now or in the future.)
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Shipping Manager
By SirDan (Dan Hamman)
 - Shipping Manager
 -  
ibbles  Trek Masters Tribbles Champion 2023
#598975
I feel like there's always a question that comes back around. Something that may have changed over the games history...

Can I play an interrupt between my normal card draw and the bonus draw granted by Duck Blind? (No, I think?)

Can I cloak without someone on board a ship? (Yes, thanks!)

Is an escorted captive a valid target for Horta? (Uh... yes?)

My crew was stopped by a dilemma. Can I beam another crew over to attempt again.. or is that a 2E thing?

When do I recalculate a ship's variable range when moving into a region? (At every point along the way, maybe?)

We both seeded the same unique mission. Who's seed card is encountered there first? (The person who's mission is touching the table: Their dilemma is also touching the table, face down, to be encountered first. Right? Except in lackey?)

What are the requirements of Joy Shu? I hit it and lost people last turn, and this time I have... a Transporter Skill on the ship.. and... An Officer on the surface? Or is that Crisis? Maybe I needed 2 Anthro.. somewhere?

Yeah, that last one isn't rules based, but I think I botched it two tournaments in a row.

Related: So now I can look in my Tent... can I pick up my phone, surf over to the card list, and look up some card I can't quite remember? Like, was it the MQ Sisko or the Baraka Sisko that has Anthro? Or, what skill was it that I need with Law on Rules of Obedience? (Spoiler: None, I was thinking about Misguided History.)
Last edited by SirDan on Fri May 12, 2023 5:57 pm, edited 1 time in total.
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By Smiley (Cristoffer Wiker)
 - Gamma Quadrant
 -  
Continuing Committee Member - Retired
#598976
ship battle. the entire thing.
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First Edition Art Manager
By jjh (Johnny Holeva)
 - First Edition Art Manager
 -  
#598977
I also need to constantly remind myself of the Each and Every difference.

And I look up Reporting relative to quadrant restrictions vs Defend Homeworld/Going to the Top/Defend Homeworld/AMS/ASP multiple times a year.

1E Equipment
When is equipment stopped? Ever? If an Away Team is stopped by a dilemma, can I beam the equipment up and have it join a second attempt? When does equipment move/discard with the target?

1E Ships
If I've got a ship and crew attempting a mission and the crew is stopped, can I beam over a new crew to this ship and attempt again with the new crew?

My brain has no grasp on underlying rules foundation for these common equipment and ship scenarios.
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By Takket
 - Delta Quadrant
 -  
#598978
I'll add my voice to the chorus of "what can stopped people and ships actually do?"

I was actually very surprised to learn a few years ago that stopped people can actually still DO things.

I always thought when you were stopped, that was it. You were basically just a lump of rock sitting on the table.
Clarifications: What Stopped Cards Can Do (10.2.1.0.1)

Stopped personnel may do anything they're not specifically prohibited from doing. For example, a stopped personnel may contribute skills or traits to Defiant Dedication Plaque, Navigate Plasma Storms, or Ketracel-White. They can even share skills where allowed (for example, with Fitting In or Nine of Eleven). Stopped cards are prohibited from participating in a mission attempt or dilemma encounter, but not entirely prevented from using their skills and characteristics in other ways.

Stopped cards may also be targeted by other cards, as long as the card does not require them to take a prohibited action. For example, you may relocate a "stopped" ship with Magic Carpet Ride OCD, because the ship is merely being moved by the card, but you may not play Emergency Transporter Armbands on your stopped personnel, because that card requires them to actively beam themselves, which they cannot do.

A minor rules quirk: as stated in the rules, if an entire crew or Away Team is stopped, their Equipment is also stopped. However, if individual members of a crew or Away Team are stopped by a card that specifically stops only selected personnel (for example, Lineup), their Equipment is not stopped — even if the selected personnel are the only ones in the crew or Away Team.
Not sure if it would break anything but I've always found it pretty absurd that a person who is stopped can still use their skills. Especially for skill sharing. Come on. if my dilemma stops you, you should have to face the next dilemma without those skills I took out.
Last edited by Takket on Fri May 12, 2023 7:04 pm, edited 1 time in total.
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By boromirofborg (Trek Barnes)
 - Beta Quadrant
 -  
1E North American Continental Quarter-Finalist 2023
2E North American Continental Quarter-Finalist 2023
#598981
Another vote for stopping - especially non-personnel.


My gut instinct is that "stopped" isn't something that should apply to non-personnel, especially equipment.

The exception would be if there was design space in making equipment that essentially taps/once pre turn activation.
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Executive Officer
By jadziadax8 (Maggie Geppert)
 - Executive Officer
 -  
The Traveler
2E North American Continental Semi-Finalist 2023
ibbles  Trek Masters Tribbles Champion 2023
#598986
After years of playing 2E, where stopped cards are blanks except for title, I was completely flabbergasted that stopped personnel could be targeted by things like 47th Rule of Acquisition.
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By Cartagia
 - Beta Quadrant
 -  
#598989
Takket wrote: Fri May 12, 2023 6:47 pm I'll add my voice to the chorus of "what can stopped people and ships actually do?"

I was actually very surprised to learn a few years ago that stopped people can actually still DO things.

I always thought when you were stopped, that was it. You were basically just a lump of rock sitting on the table.
Clarifications: What Stopped Cards Can Do (10.2.1.0.1)

Stopped personnel may do anything they're not specifically prohibited from doing. For example, a stopped personnel may contribute skills or traits to Defiant Dedication Plaque, Navigate Plasma Storms, or Ketracel-White. They can even share skills where allowed (for example, with Fitting In or Nine of Eleven). Stopped cards are prohibited from participating in a mission attempt or dilemma encounter, but not entirely prevented from using their skills and characteristics in other ways.

Stopped cards may also be targeted by other cards, as long as the card does not require them to take a prohibited action. For example, you may relocate a "stopped" ship with Magic Carpet Ride OCD, because the ship is merely being moved by the card, but you may not play Emergency Transporter Armbands on your stopped personnel, because that card requires them to actively beam themselves, which they cannot do.

A minor rules quirk: as stated in the rules, if an entire crew or Away Team is stopped, their Equipment is also stopped. However, if individual members of a crew or Away Team are stopped by a card that specifically stops only selected personnel (for example, Lineup), their Equipment is not stopped — even if the selected personnel are the only ones in the crew or Away Team.
Not sure if it would break anything but I've always found it pretty absurd that a person who is stopped can still use their skills. Especially for skill sharing. Come on. if my dilemma stops you, you should have to face the next dilemma without those skills I took out.
Maybe I'm reading it wrong, but isn't that exactly what this says?
Stopped personnel may do anything they're not specifically prohibited from doing.
[...]
Stopped cards are prohibited from participating in a mission attempt or dilemma encounter, but not entirely prevented from using their skills and characteristics in other ways.

So they are specifically prohibited from contributing to dilemma solving? Or are you referring to their Skills being leeched by another ability from another source? Because my read on that is that they aren't using their skills, the skill sharing card is, so that should be your target.
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By Enabran
 - Beta Quadrant
 -  
2E Austrian National Second Runner-Up 2022
#599009
Orbin wrote: Fri May 12, 2023 4:59 pm each vs every is one I have to constantly re-figure out.

-James M
every = you and me
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#599062
Great answers so far! Unfortunately, I haven't the least idea what to do about some of them. "Each" vs. "every" is indeed an insane convention, and a R.C. member recently proposed a change to clarify it, but the convention is so deeply entrenched that there's very little wiggle room. But even when I don't what to do, it's a good conversation and I'm glad of these answers!

Just for fun, answers for Dan. You might call them "Dan-swers." Which I guess makes me "DAnswerMan."
SirDan wrote: Fri May 12, 2023 5:51 pm Can I play an interrupt between my normal card draw and the bonus draw granted by Duck Blind? (No, I think?)
Correct. You cannot play Interrupts during the end-of-turn segment. The Turn Arrow explains:

Image
Can I cloak without someone on board a ship? (Yes, thanks!)
:thumbsup:
Is an escorted captive a valid target for Horta? (Uh... yes?)
Correct. A captured personnel is disabled (conceptually unconscious), not in stasis (conceptually in a sealed bubble), and disabled personnel "may be targeted by effects that target their card types. For example, disabled personnel may be battled by opposing personnel, captured by Ilon Tandro, or targeted by Release This Pain."
My crew was stopped by a dilemma. Can I beam another crew over to attempt again.. or is that a 2E thing?
You cannot, because a dilemma that stops your crew stops your ship, too. See Rule 7.2.2.2: Conditional Effects. So that must be a 2E thing.
When do I recalculate a ship's variable range when moving into a region? (At every point along the way, maybe?)
A move action is always from Location A to Location B. You don't stop at missions along the way, but simply "warp past" them. You recalculate your ship's variable RANGE when you arrive at Location B, after the move action is fully resolved.

Of course, since there's no limit on how many times you can move in a turn (up to your RANGE), you can just break a single move action into multiple separate move actions in order to take advantage of location-specific RANGE boosts. For example, if Bajoran Interceptor (RANGE 5+X, X=4 in a region) moves from Establish Station (no region) to Kressari Rendezous (Cardassia Region, span 2) adjacent, its RANGE is 5. At the end of the move, its remaining RANGE is 3. If it then makes a second move from Kressari Rendezvous to the adjacent Orb Negotiations (Cardassia Region, span 4), its RANGE at the start of the move will be 7 (9 - 2 used), and at the end its remaining RANGE will be 3 (as long as any further movement is within the Cardassia Region).

Remember that location-based RANGE boosts (such as the one on Deranas: "Attributes all +2 in Neutral Zone") only function if the starting location and the ending location and all locations in between are valid locations for that boost. So, if your Deranas (base RANGE 8, +2 in Neutral Zone) is at Patrol Neutral Zone (Neutral Zone) and flies to adjacent Investigate Destruction (Neutral Zone, span 3), it has 10 RANGE at the start of that move and ends the move with 7. But if Deranas instead flies to adjacent Amnesty Talks (no region), it has only 8 RANGE at the start of the move (even though it's in the Neutral Zone!) and ends with 5.

This has been a source of considerable confusion, and we recently clarified it without changing it. (We kinda wanted to change it, but doing so uncovered Deeper Issues, so we put it off for now.) See Rulebook 7.1.5.0.3: RANGE Boosts In Regions.
We both seeded the same unique mission. Who's seed card is encountered there first? (The person who's mission is touching the table: Their dilemma is also touching the table, face down, to be encountered first. Right? Except in lackey?)
Correct. Your mission touches the table so your dilemma touches the table is how I remember it, too.

Except in Lackey. And honestly in Lackey my brain just breaks down at this point.
Related: So now I can look in my Tent... can I pick up my phone, surf over to the card list, and look up some card I can't quite remember? Like, was it the MQ Sisko or the Baraka Sisko that has Anthro? Or, what skill was it that I need with Law on Rules of Obedience? (Spoiler: None, I was thinking about Misguided History.)
In casual play (which is technically the only thing the Rulebook covers), whatever your play partner is willing to tolerate. :)

In Organized Play, I don't actually know, because I can't find anything about it in the OPG. My default is "no, unless your opponent is a sweetie and allows it."
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Executive Officer
By jadziadax8 (Maggie Geppert)
 - Executive Officer
 -  
The Traveler
2E North American Continental Semi-Finalist 2023
ibbles  Trek Masters Tribbles Champion 2023
#599063
BCSWowbagger wrote: Sun May 14, 2023 3:45 pm
My crew was stopped by a dilemma. Can I beam another crew over to attempt again.. or is that a 2E thing?
You cannot, because a dilemma that stops your crew stops your ship, too. See Rule 7.2.2.2: Conditional Effects. So that must be a 2E thing.
I can confirm this is a 2E thing. Ships are not stopped when their crew is stopped by a mission attempt (same with equipment)*. Therefore, you are allowed to beam other personnel over to the ship and pilot it somewhere else if you have enough people to staff it, and enough range to move. I don't think I have ever had this scenario happen to me in 20 years of playing 2E, so :shrug:

I've had plenty of times in 2E where my 2nd away team has picked up the equipment my 1st team dropped when they became stopped. This irks me a bit that I can't do this in 1E. However, equipment is arguably more powerful in 1E, so I guess that's balanced.




*Interesting side note: if I attack my opponent's ship in 2E, my ship is stopped at the end of the engagement, but theirs isn't. I don't know why this should be, since all cards are unstopped at the end of every turn, but it is a thing.
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By boromirofborg (Trek Barnes)
 - Beta Quadrant
 -  
1E North American Continental Quarter-Finalist 2023
2E North American Continental Quarter-Finalist 2023
#599075
BCSWowbagger wrote: Sun May 14, 2023 3:45 pm Great answers so far! Unfortunately, I haven't the least idea what to do about some of them. "Each" vs. "every" is indeed an insane convention, and a R.C. member recently proposed a change to clarify it, but the convention is so deeply entrenched that there's very little wiggle room.
My unsolicited suggestion of "each" vs "every" is not to change the rule, but to make alternate arts of some commonly used cards that use the term that have room and add reminder text.

For example Finest Crew in the Fleet and Horga'hn both have a blank line at the bottom of their text box, and would have room for (Each turn refers to your turns only.)

Conversly, Space Amoeba would have room for Every turn means every player's turns.

By making italic or underlined text reminder text, it doesn't need to be included on every printing (and indeed, in other games doesn't even need to be the exact same as the rulebook text, but close enough to explain it.)

Put it on a few commonly used cards, especially ones included in starter decks for new players and it becomes easier for players to remember.
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