This forums is for questions, answers, and discussion about First Edition rules, formats, and expansions.
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By Ensign Q
 - Delta Quadrant
 -  
#491324
So again im stumbling over the timing of first contact.

When exactly is scouting complete? (of assimilate homeworld)
just another thing that happens in the mysterious endstep
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#491326
Ensign Q wrote:So again im stumbling over the timing of first contact.

When exactly is scouting complete? (of assimilate homeworld)
just another thing that happens in the mysterious endstep
This got resolved while you were away. There was a rules tweak.

Scouting is complete during the end-of-turn phase. It's automatic, so you don't need to announce it, but you can announce it at any point after your orders phase and before your regular card draw.

I suggest announcing it first thing in your end-of-turn phase, so you can use Service the Collective to probe as your second thing. :)
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By Ensign Q
 - Delta Quadrant
 -  
#491332
Service the Collective? you dont want to probe for assimilate homeworld.

does that mean, i can change of plans first contact into play now (after scouting complete, but before probing?
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By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#491335
Ensign Q wrote:Service the Collective? you dont want to probe for assimilate homeworld.

does that mean, i can change of plans first contact into play now (after scouting complete, but before probing?
I think Technically yes but you have to have Montana in play and Borg there before that happens if you want to probe same turn so you can't use the Montana download on SFC because there's no time to move your Borgs there in your End of Turn Phase.
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By Ensign Q
 - Delta Quadrant
 -  
#491391
oh yeah, the time displacement. forgot about that.
so it would eat another seedslot, but might be worth it (against fed at least)
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By 9of24 (Jeremy Huth)
 - Delta Quadrant
 -  
#491447
Ensign Q wrote:oh yeah, the time displacement. forgot about that.
so it would eat another seedslot, but might be worth it (against fed at least)
Probably at least 3 seed slots. In order to seed Montana Missile Complex, you'll also need to seed Launch the Phoenix. The third slot would be for Habit of Disappearing, this one is to give you the card draw you need to generate to download A Change of Plans in the end of turn step before your opportunity to probe.
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By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#491450
9of24 wrote:
Ensign Q wrote:oh yeah, the time displacement. forgot about that.
so it would eat another seedslot, but might be worth it (against fed at least)
Probably at least 3 seed slots. In order to seed Montana Missile Complex, you'll also need to seed Launch the Phoenix. The third slot would be for Habit of Disappearing, this one is to give you the card draw you need to generate to download A Change of Plans in the end of turn step before your opportunity to probe.
Why would New Arrivals or We Are the Borg not cover down on that?
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By 9of24 (Jeremy Huth)
 - Delta Quadrant
 -  
#491464
Armus wrote:
9of24 wrote:
Ensign Q wrote:oh yeah, the time displacement. forgot about that.
so it would eat another seedslot, but might be worth it (against fed at least)
Probably at least 3 seed slots. In order to seed Montana Missile Complex, you'll also need to seed Launch the Phoenix. The third slot would be for Habit of Disappearing, this one is to give you the card draw you need to generate to download A Change of Plans in the end of turn step before your opportunity to probe.
Why would New Arrivals or We Are the Borg not cover down on that?
They are extra/additional draws which occur with your normal card draw and thus after the opportunity to probe. So if you wait to change objectives until that time, you will have to wait till the following turn to probe. Habit of Disappearing is an end of turn action draw which you can choose to take before probing.
 
 - Beta Quadrant
 -  
#491467
instead of spending the seed slot couldnt you just get a change of plans from one of your card draws on an earlier turn and save it in your hand?
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#491474
9of24 wrote:
Armus wrote:Why would New Arrivals or We Are the Borg not cover down on that?
They are extra/additional draws which occur with your normal card draw and thus after the opportunity to probe. So if you wait to change objectives until that time, you will have to wait till the following turn to probe. Habit of Disappearing is an end of turn action draw which you can choose to take before probing.
See this very recent thread for discussion of this tricky but accurate legal distinction.
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By Ensign Q
 - Delta Quadrant
 -  
#491476
Discovery rox wrote:instead of spending the seed slot couldnt you just get a change of plans from one of your card draws on an earlier turn and save it in your hand?
yeah, just have change on your hand instead of wasting a seedslot on an awful card lol

edit: appearently you cant play instants during the eot phase unless downloaded (very intuitive. 1e ftw) im starting to hate this game. its broken beyond repair.
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By Armus (Brian Sykes)
 - The Center of the Galaxy
 -  
Regent
Community Contributor
#491479
BCSWowbagger wrote:
9of24 wrote:
Armus wrote:Why would New Arrivals or We Are the Borg not cover down on that?
They are extra/additional draws which occur with your normal card draw and thus after the opportunity to probe. So if you wait to change objectives until that time, you will have to wait till the following turn to probe. Habit of Disappearing is an end of turn action draw which you can choose to take before probing.
See this very recent thread for discussion of this tricky but accurate legal distinction.
Ok yeah, having read the relevant discussions and glossary entries, I don't disagree with Huth's conclusion. That said, does this whole issue strike anyone else as an opportunity for some rules/errata consolidation and cleanup? Why do we need two types of end of turn card draw actions?

I know 1e gonna 1e, but this seems unnecessarily complicated even for this crazy game. :twocents:
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First Edition Rules Master
By BCSWowbagger (James Heaney)
 - First Edition Rules Master
 -  
Community Contributor
#491480
Armus wrote:
BCSWowbagger wrote:See this very recent thread for discussion of this tricky but accurate legal distinction.
That said, does this whole issue strike anyone else as an opportunity for some rules/errata consolidation and cleanup?
Lotta folks in that thread think so, me included.

That said, I would be very surprised if any non-essential rules changes go through during the Rules Master interregnum. (Unless they were already in the pipeline.) So: add it to a list!
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By Ensign Q
 - Delta Quadrant
 -  
#491481
as proposed in the eot thread.

end of turn needs to be split into two things

cleanup step: scouting complete, countdown cards, effects end, selfcontrol moves etc.

and

drawstep: draw+ "additional draws" (turn ends)

then you can easily fit Habit of Disappearing in the cleanup step without too much headaches and keep two different drawengines.
 
 - Beta Quadrant
 -  
#491492
why can't you play interrupts during the end of turn step, like a change of plans?

to be clear, im not asking about what the rule is. im taking your word for it that its against the rules. so my question is, if we got rid of that rule and made it so you can play interrupts during the end of turn, would that break anything? seems like an easy rule to wipe and reduce complexity.

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