Weitere Antworten vom Major bzgl. USS Dauntless bzw. Beware of Q
Geschrieben von Jaglom Shrek [Amb] am 30. November 2001 12:32:59:
Als Antwort auf: geschrieben von Luthy Sloan am 29. November 2001 17:47:11:
>I'd like to have your comments to a couple of ruling related questions,
>just to be on the safe side...:) Actually ,some of my arguments may not
>be 100% consistent with the glossary and the current rulings, just with
>my common sense...:)))
>
>Situation 1:
>
>Player A makes a space mission attempt with USS Dauntless and its crew.
>He encounters a Q-flash - Penalty box. He responds by the special
>download of Dauntless - Quantum Slipstream Drive (QSD) and relocates the
>Dauntless to and other location, immediately ending his mission attempt,
>he states. By following the _letters_ of the rules, this can be done,
>because SD can be at any time and it even suspends play.
>BUT, in my - maybe stupid - interpretation, no action can interrupt the
>dilemma resolution, which is not a valid response to anything dilemma
>related - True or False?False. Actions that suspend play can interrupt and suspend *any*
action, whether they are related (valid response) or not.>Moreover, the Q-flash has its effects on the ships crew, therefore
>regardless where the ship flies the crew is already affected - at least
>by the Q-flash - True or False?If all personnel are removed from the location of the mission
attempt, the mission attempt ends. If they have just encountered a
*dilemma*, that dilemma is replaced under the mission. However,
encountering a Q-icon card during a Q-Flash is not quite the same,
because the Q-icon card does not belong under the mission. I would
rule that that specific Q-icon card would go back on top of the
Q-Continuum side deck. The Q-Flash itself is discarded, because the
Q-Flash is over.See "dilemma resolution - targets" in the glossary for the ruling on
removing personnel from the mission attempt.>Actually ,if these things could be done, my assumption is the the game
>designers managed to create a new back door, similar to Time to
>Reconsider, Smoke Bomb and RBM self ping to stop myself between dilemmas
>- which actions were ruled to be non valid dilemma responses years
>ago...huh? :)))We are quite aware that it is possible to end a mission attempt in
this way. It is not the same thing as playing an interrupt between
dilemmas; playing an interrupt does not suspend play. Using a special
download icon *does* suspend play. That is exactly what it was
designed for.>Situation 2:
>
>Player B encounters Ferengi Ingenuity and gots stopped. Next turn he
>gathers all his personnel to have 2 SEC. and Cunning greater then 50.
>He makes a new attempt. His opponent waits until Player B shows him that
>he has fulfilled the conditions to resolve and pass the dilemma and then
>uses the second function of his seeded Beware of Q to swap FI to a
>Q-flash. By following the _letters_ of the rules, this can be done.
>BUT, in my - once again probably stupid - interpretation a dilemma is
>'just encountered' when I slide it out from the mission and turn it
>upside to read it and not after I have met the requirements of it and
>already resolved it - True or False?False. See "actions - step 1: initiation" in the Current Rulings. It
tells you exactly what it means to "encounter" a dilemma and where
Beware of Q (or other responses to a dilemma "just encountered" fit
into the timing. Checking conditions is part of initiation of an
action, in this case, encountering a dilemma. You *must* check to see
if you met the dilemma's conditions before your opponent (or you) can
respond to that dilemma encounter. You have not resolved it yet --
that would be the results step of the dilemma encounter, which comes
after responses.
--Jolan tru,
Major Rakal
(Kathy McCracken)Tal Shiar Agent and Star Trek CCG Intelligence Officer
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