#184941
Format:
OTF
Card pool:
1x Voyager sealed deck and 4x Voyager boosters (Your card pool will be sent to you via a personal message before round 1 begins).
Rules:
We shall use the following (slightly adapted rules)
Constructing your deck
❖ Each player may select up to 3 missions (I would suggest at least a planet and a space mission). Missions don't count as seed cards.
❖ All decks have to follow the 10/20 rule: a maximum of 10 seed cards and a minimum of 20 cards in your draw deck.
❖ Your 10 seed cards may contain 1 ship, personnel or equipment.
❖ Each player may seed only one outpost. Additional outpost may be built later.
❖ Regions and quadrants are ignored. You may build a Nekrit Depot outside the Nekrit Expanse and you may report all drawn personnel and ships at the Outpost.
❖ This is an OTF format. Cards on the OTF banlist may not be used.
Seed Phase
❖ Missions are not shuffled; each player selects his sequence of missions.
❖ The player going first seeds his first mission on his left side; this is the mission where he has to build his outpost.
❖ The second player places his mission in direction of the other side of the spaceline. Both players take alternate turns in placing missions.
❖ The last mission on the far side of the spaceline is the mission where the second player has to place his outpost. So player 2 must save the outpost mission to seed last. Thus the outposts are at opposite ends.
❖ Missions may duplicate; players don't overlap duplicate missions.
❖ Artifacts and dilemmas are batch seeded. If both players wish to seed at a mission, the owners seed cards are encountered last.
❖ You may not seed more than 4 cards under an opponents mission.
❖ If a player chooses to seed a single personnel, ship or equipment it must be seeded last at his outpost face up.
Play Phase
❖ Each player may make up to two card plays at the start of each turn.
❖ All cards may mix regardless of affiliation (imagine an universal treaty in play). Matching personnel are still needed for mission attempts, ship staffing e.a.
❖ No attack restrictions!
❖ Holographic personnel are treated as normal personnel - ignore the icon.
❖ Quadrant reporting restrictions are ignored as well as the icon.
❖ Players may not attempt opponents missions.
❖ At the end of turn the player draws 1 card. If the players hand is not 7 cards he must to even up by discarding or drawing cards until he holds 7 cards.
❖ Each player may regenerate once; if a player is not able to draw any more cards, he may take all personnel, ships and equipment cards from his discard pile and form a new draw deck with those cards.
Winning the game
❖ The player who solves first a planet and a space mission wins the game (FW).
❖ If no player scores a full win before both draw deck exhaust, then the player who solved the most missions wins the game (MW).
❖ If both players solved the same number of missions, the player with the most points wins (MW).
❖ If both players solve the same number of missions, score the same amount of points then the game is scored as a tie (TT) - or you simply play a second game.
Other
❖ We will skip the Warp Speed rule that Red Alert! applies to both players. It's just dumb.
Schedule:
Round 1 starts Monday May the 6th
Round 2 starts Monday May the 13th
Round 3 starts Monday May the 20th
Round 4 starts Monday May the 27th and concludes on June the 3rd.
OTF
Card pool:
1x Voyager sealed deck and 4x Voyager boosters (Your card pool will be sent to you via a personal message before round 1 begins).
Rules:
We shall use the following (slightly adapted rules)
Constructing your deck
❖ Each player may select up to 3 missions (I would suggest at least a planet and a space mission). Missions don't count as seed cards.
❖ All decks have to follow the 10/20 rule: a maximum of 10 seed cards and a minimum of 20 cards in your draw deck.
❖ Your 10 seed cards may contain 1 ship, personnel or equipment.
❖ Each player may seed only one outpost. Additional outpost may be built later.
❖ Regions and quadrants are ignored. You may build a Nekrit Depot outside the Nekrit Expanse and you may report all drawn personnel and ships at the Outpost.
❖ This is an OTF format. Cards on the OTF banlist may not be used.
Seed Phase
❖ Missions are not shuffled; each player selects his sequence of missions.
❖ The player going first seeds his first mission on his left side; this is the mission where he has to build his outpost.
❖ The second player places his mission in direction of the other side of the spaceline. Both players take alternate turns in placing missions.
❖ The last mission on the far side of the spaceline is the mission where the second player has to place his outpost. So player 2 must save the outpost mission to seed last. Thus the outposts are at opposite ends.
❖ Missions may duplicate; players don't overlap duplicate missions.
❖ Artifacts and dilemmas are batch seeded. If both players wish to seed at a mission, the owners seed cards are encountered last.
❖ You may not seed more than 4 cards under an opponents mission.
❖ If a player chooses to seed a single personnel, ship or equipment it must be seeded last at his outpost face up.
Play Phase
❖ Each player may make up to two card plays at the start of each turn.
❖ All cards may mix regardless of affiliation (imagine an universal treaty in play). Matching personnel are still needed for mission attempts, ship staffing e.a.
❖ No attack restrictions!
❖ Holographic personnel are treated as normal personnel - ignore the icon.
❖ Quadrant reporting restrictions are ignored as well as the icon.
❖ Players may not attempt opponents missions.
❖ At the end of turn the player draws 1 card. If the players hand is not 7 cards he must to even up by discarding or drawing cards until he holds 7 cards.
❖ Each player may regenerate once; if a player is not able to draw any more cards, he may take all personnel, ships and equipment cards from his discard pile and form a new draw deck with those cards.
Winning the game
❖ The player who solves first a planet and a space mission wins the game (FW).
❖ If no player scores a full win before both draw deck exhaust, then the player who solved the most missions wins the game (MW).
❖ If both players solved the same number of missions, the player with the most points wins (MW).
❖ If both players solve the same number of missions, score the same amount of points then the game is scored as a tie (TT) - or you simply play a second game.
Other
❖ We will skip the Warp Speed rule that Red Alert! applies to both players. It's just dumb.
Schedule:
Round 1 starts Monday May the 6th
Round 2 starts Monday May the 13th
Round 3 starts Monday May the 20th
Round 4 starts Monday May the 27th and concludes on June the 3rd.
Last edited by nuttersuclan on Fri Sep 14, 2012 2:26 pm, edited 1 time in total.