Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, December 23, 2008

TOMB - A Description and Mini-Review

TOMB: Recruit a Party. Kill the Monsters. Take their stuff!

Dana bought me TOMB for my birthday so I could play it with the kids. It was a fun game but, I don't see how it is possible to finish it in an hour, which is the playing time printed on the box! Claire, Cody, and I played it on Sunday; I think it went at least 2 hrs before we quit to go get something to eat. I had not read the rules before we started to play so that added to the play time but I think it could have went 3+ hours before we would have completed the game.

The game box says to "Recruit a party. Kill the Monsters. Take their stuff." And that is basically what you do in the game trying to collect the most experience points (XP) from killing monsters and taking their treasure by game end. The game ends once all of the crypts on the game board have been explored and cleared out.

SET UP: To setup the game you pick which dungeon map, of two, you are going to play on then each player draws three cards from the Crypt deck. Starting with player one, determined by die roll, and going clockwise each player places one of his/her drawn Crypt cards in one of the cypts on the board and then draws another card from the Crypt deck. This continues until all the crypts on the map are fill. Each crypt on the map has a size rating, the number of Crypt cards it takes to fill it, ranging from 1 to 5. A Crypt card is either a Treasure, a Monster, or a Trap. As there are 200 cards in the Crypt deck, way more than you will use in a single game session, each game will have different traps, monsters, and treasures on the board. As you can see, each player, depending on their memory, will have a little idea of what is in the crypts but not the full picture.

Once the map is populated you set up the Inn board which consists of shuffling the four decks that your party may draw from when they are at the Inn. The four decks are ITEM, TACTICS, PRAYER, and the SPELL deck with 25 cards in each deck. The ITEM deck consists of, as you guessed, items that you assign to a specific member of your party. Most of the items will fall into the categories of weapon, bow, helm, armor, glove, or shield. There are a couple of items such as the torch and caltrops that don't fall into any category. The rules state that a character can have only one item of each type attached to it. So your brave fighter will not be lugging around 3 swords, two bows, and two suits of armor; no overloading your characters which appears to be standard in other dungeon crawling type games.

TACTICS are cards that grant special abilities to your party. Some of the cards are "use once then discard" and others can be used over and over by your party until lost (by the character that it is assigned to dying). The Tactics effects can affect all aspects fo a player turn, combat, recruitment of new characters, movement, etc.

PRAYER and SPELL cards can be used by Cleric and Wizard characters or characters that have a non-zero value for Holiness (PRAYER) or Magic (SPELL). Each player then picks a party counter to represent their band and places it in the Inn. Each Prayer and Spell card describes what effect it has on the game, when it can be used, and if it is a one and done type of card or if it can be used repeatedly by a character it is assigned to.

Ok so how do I recruit my party? There are 84 possible character chits that you are able to recruit but only a small subset of these will be used during a game. The character chits are placed in a bag for random drawing during the course of the game. When a player's party is at the Inn, one of their available actions for a turn is to recruit a new party member from the available characters at the Inn. Now the game is ready to begin, but before we begin let me tell you about the dice.

THE DICE
The game provides three colors of 10 sided dice, green, blue, and red of which the faces are either blank or are imprinted with a axe symbol. Rolling a blank face is a failure or miss and rolling an axe is a hit or success. The green die has an axe on 3 of the 10 faces, the blue die has 5 axes, and the red die has 7 axes. Obviously you want to be rolling the red dice as much as possible. All game elements where success is not automatic require rolling a die or dice of a certain color or colors to determine the outcome. The color and number of dice rolled is dependent on the character attempting the roll and his or her ability that you are rolling against. Character abilities can be modified by the items/treasures it is equipped with and by Prayer, Magic, and Tactics cards that have been played.

THE CHARACTERS
There are 4 base character types in Tomb, Fighter, Rogue, Cleric, and Wizard. There are also characters who are a combination of the base type, Cleric/Fighter, Fighter/Wizard, Fighter/Rogue, Cleric/Rogue, Cleric/Wizard, and Cleric/Fighter/Wizard. Each character is rated for 4 abilities, Attack, Skill, Magic, and Holiness. Fighters tend to have better Attack abilities, Rogues better Skill abilities, Wizards are highly rated for Magic, and Holiness is the high ability for Clerics. Each of these abilities are rated with a number and color of dice that a character will roll when using that ability, for example a fighter may have an Attack rating of 3 red dice while a wizard may only rate 1 blue die for Attack. All characters have a hit point (HP) rating; this is the number of wounds needed to kill the character. Finally, each character will also have a special power listed on its card. These powers can be extra movement points while in the tomb, bonus hit points, bonus dice, bonus card draws, etc, etc.

A GAME TURN
Once the Inn is setup, the second player starts off by deciding what they will do, ie first player to place an item in the Crypts during setup goes last. On their first turn, a player pulls 5 characters from the character bag and chooses 1 of them to join their party. The other four go to the Inn where they can be recruited in later turns. Once this first turn of recruiting has taken place by all players a regular turn is started. Each player may do the following on their turn in order:
1. At the beginning of a turn, take as many Free Actions as one likes. Free actions include redistributing cards attached to their characters, healing all characters in your party of all wounds if they begin the turn at the Inn, and using React(ion) Cards.
2. Perform One Standard Action. Standard Actions are Act, Draw, Heal, Move, Pickpocket, Play a Card, Recruit, Return to Inn, and Raid.

ACT - A player may use a Turn Action on a Character card (chit),  other Card, or a Space on the Board with an associated "Turn" Action. Character Cards, Cards or Spaces may have a special ability associated with them. If that ability is labelled with the word "Turn" then that means it takes the whole turn to use that ability thus you may use one "Turn" action per player turn.

DRAW - If a player starts their turn at the Inn they may draw a total of two cards from the four draw decks on the Inn board. Weapons and Item cards must be assigned (attached) to characters in your party when drawn. If a weapon or item can't be legally assigned to a party member then it is discarded. All other card types drawn go in to your hand, which has no hand size limit, until played at which point they will either be discarded once resolved(one time use cards) or attached to one of your party members (cards that can be used again and again until lost).

HEAL - Parties that are in the tomb area, ie not at the Inn, and have at least one Cleric in their party may perform a Heal Action to attempt to remove wounds from characters in their party. Roll dice of each color equal to the total of all Holiness of all characters in your party. Each success (axe) rolled allows the removal of one wound from a character. The player may spread the healing love around in his party as they wish.

MOVE - All parties start with a base movement point(MP) allowance of 10 MP. The base can be adjusted up or down by character special abilites, treasure, or other items in the game. Each MP allows a party to move one space horizontally or vertically on the tomb map; there is no diagonal movement allowed. In order to enter a crypt a party must stop on the tomb door square at the end of a turn. On the players next turn the party may then enter the crypt.

PICKPOCKET - A party must have a Rogue, and be in the tomb area. There is no pickpocketing allowed in the Inn. The player chooses one of the Rogues in his party and a target item or treasure from another player's party. The targetted item/treasure must be in another party in the tomb and be within the movement limit of the Rogues party in the tomb. The targetted party player then choses one of his characters in the party to attempt to "catch" the Rogue in the act. Both players then roll the number and color of dice from their Skill ability with the targetted player winning ties. If the Rogue wins, he steals the targetted item/treasure and must assign it to the Rogue. If this is not possible the item/treasure is discarded. If the targetted player wins then the character gets one free attack roll against the Rogue. The Rogue suffers any wounds from this attack and may be killed. If the Rogue survives he/she is returned to your party. 

PLAY A CARD - Some Prayer, Spell, and Tactics cards are marked as a Turn Action. These cards may be played in the Inn or Tomb (but not when resolving a Raid) and counts as the player's action for the whole turn. Some cards are marked as Battle Actions. These cards can only be played during combat and counts as the characters action for that combat turn. Cards marked at React Actions can be used in addition to any Standard Turn Action.

RECRUIT - While at the Inn, a party may spend its whole turn recruiting a new member to its party. A party is limited to a maximum size of 5 characters unless some special ability/item/treasure allows differently. New characters are recruited from the available characters in the Inn; if there are no characters in the Inn then you are out of luck. Newly recruited Clerics and Wizards allow drawing one card from the Prayer or Spell deck respectively. If a character has both Magic and Holiness then they allow drawing a card from each of the Prayer and Magic decks.

RETURN TO INN - If a party is in the tomb it may use its whole turn to return to the Inn. This can also be done during combat, as a character's battle action, if the battle is not going well for its party. Once at the Inn the player may choose to bank any attached treasure cards.

RAID - At the start of your turn, if your party is on a crypt door, it may enter the crypt to attempt to kill monsters and take their treasure. Crypt encounters are resolved in the following order, Traps, Monsters, and Treasures. Each crypt is labelled with either an L or an R at the entrance. When a player enters the crypt the player to the L(eft) or R(ight) of that player takes up all the tomb cards in the crypt and becomes the Crypt Master (CM) for this encounter. The CM decides the order of how Traps are resolved and once all traps are cleared the combat decisions for all the Monsters in the crypt. If all Traps and Monsters are defeated the Treasure is awarded to the raiding player. At this instant, the raiding player must either bank a treasure or attach it to one of his characters in the party. Only banked treasures and treasures attached to surviving party members at game end cound for XP at the end of the game. Once a treasure is banked it can't be stolen or attached to a party member. The downside is that some treasures have great special abilities but if banked can't be used. If you attach a treasure to a party member you can use the special abilities of the treasure but the treasure can be stolen (pickpocket) or lost if the character holding it dies. The CM then controls the resolution of the raid starting with any Traps.

TRAPS - When resolving Traps, the CM reveals how many characters can attempt to defeat the trap and what attribute is used, that's it. The raiding player doesn't know what the effect is for failing or what the target number (TN) is for success. The raiding player then rolls the number of dice allowed by his/her character abilities. The CM then determines of the trap is defeated or not. If the attempt failed the raiding party suffers the effects of failure listed on the card and if successful the CM reveals the effects of success. Whether the party fails or succeeds, the raiding player must decide if they will continue resolving any further encounters or retreat back to the crypt entrace space. If the party retreats the encounter is over, the CM replaces all cards back into the crypt space, and the next player takes their turn. If the raiding player continues and all traps have been resolved then the CM continues the encounter by revealing all Monsters in the crypt.

MONSTERS - All monsters in a crypt are revealed after any trap encounters have been resolved. A monster encounter is resolved started with the CM chosing a single monster to act. The raiding player then choses one of his party members to act and this continues until all monsters and party members have had a chance to act; this is one combat round. If there are any survivors on both sides a new combat round it started. Combat rounds continue until on side it defeated or the raiding party decides to retreat back to the Inn. The normal sequence of a combat round can be altered by character special abilities or played cards during the monster encounter. A monster may either perform a normal Attack or perform a Battle Action using Inn cards assigned to it or use its special ability. Characters may either Attack, perform a Battle Action, or Flee back to the Inn. If the raiding party manages to defeat all the monsters in the crypt they are finally awarded any Treasure cards that are in the crypt.

TREASURE - Treasure always has an experience point value (XP) and may have special abilities associated with it. All treasure awarded must either be banked for XP or assigned to a party member. Once the raiding player has decided what he/she will do with each piece of awarded treasure their turn is complete.

This completes the description of all things you can do in a turn. Now I will go over the combat system in a little more detail.

COMBAT
Each monster and character has an Attack rating on their respective card or chit. This rating lists the number and color of each die that a character or monster will roll in an attack. For example, Squire Orban, a fighter, has an Attack rating of 2 Blue dice while a monster, such as Skrit Yscar has an Attack rating of 2 Green, 1 Blue, and 1 Red die. In addition, each character or monster may have a special ability that aids it during combat. Skrit Yscar's special ablility allows it to attack each party member in a combat round. This a a pretty good ability as normally one may only attack one monster/character in a combat round. For each success (axe) rolled in an attack one wound is inflicted on the target monster or character. If the number of wounds equals or exceeds the monster's or character's hit points (HP) that monster or character is dead. Killed monsters are awarded as XP to the player; killed characters are placed in the dead pile and the player losses all items and treasure attached to the killed character. When a monster attacks, the attacked player gets to choose the target of the attack but when a player attacks a monster the player gets to pick the target of the attack. Presumably the player's party has more coordination in the defense and attack during a combat round.

Now after playing it only once, what do I think about it? Overall, I would give the game another shot. My kids enjoyed playing it so it will probably make it back to the family gaming table. 

LIKES
1. The great variety of characters, monsters, traps, and treasures.
2. What is novel in this game is that each player has a chance to play the Crypt Master(CM) in this game unlike in other games, such as Descent.

DISLIKES
1. The rulebook - there is already a long FAQ for this game. It appears the game had a poor quality control in the editing - The Map board and some cards use terms that were changed at the last minute in the rulebook, Bar and Blacksmith cards instead of Tactics and Items cards.
2. There can be some long down time for the other players while one player is resolving their turn.

Saturday, June 23, 2007

Latest Aquisition - Federation Commander: Romulan Border

I expanded my Federation Commander collection with Romulan Border. The second module in the Federation Commander series from Amarillo Design Bureau.



This module adds the Romulans and Gorns along with some new Federation ships that served on the Romulan border. In addition a new "monster", the space dragon, is also included along with the standard 6 map panels. The updated rulebook includes rules for plasma torpedoes and the infamous Romulan Cloaking Device(Wikipedia, Memory Alpha).


Federation Commander is a simplification of the old Star Fleet Battles system. What is interesting is that it includes two different scales, fleet and squadron, for each ship. Fleet scale is if you want to control a lot of ships, ie fleets, or run quick battles, and the squadron scale is the same as the scale of the original Star Fleet Battles. I've attached an overview/review of the system I wrote when I first purchased the first module, Klingon Border.

Federation Commander: Klingon Border Review
I played Starfleet Battles (SFB) way back when and enjoyed it immensely. Between it and the Squad Leader series it was the most played games in our game group in the 80's but as both systems started adding weight in the rules department it became more of a chore and less fun. The game system has been trimmed down to make the playing time much shorter which is a good thing in my book. The ~1.5 in thick game box is packed full. There is no extra space in this puppy with 16 double side ship displays, 6 double sided thick map panels, 2 counter sheets, two 6-sided dice, a grease pencil, 52 page rulebook, two player aid charts, two sheets of miniatures movement templates, and a plastic baggie with paper clips to use on the ship system displays.

COMPONENTS
The component quality is a mixed bag. First off on Amarillo Design Bureau's own site they say Federation Commander "uses the best concepts from the best-selling space combat game of all time with Euro-Game production values and ease of play". Euro-Game production values are high so some of the component decisions by ADB do not support this statement. "Ease of play" is greatly increased over the original Star Fleet Battles and Star Fleet Battles was/is probably "the best-selling space combat [board] game of all time" so 2 out of 3 is not all bad; or is it?

Two ~3/8 inch six sided dice are included; functional and nothing bad or good to say about them. I like a little more heft in my dice so would have liked them to be a little bigger. [Edit: the Romulan Border package contained larger dice; bump up my rating to 6.]
Euro-Gamer: 5, Wargamer: 5

The rulebook is your typical wargame black and white print with some nice illustrations and a good index. The downside is the paper feels a little thin for your typical rulebook. The Euro crowd would be disapointed expecting a full color rulebook. [Edit: The Romulan Border rulebook has a thicker cover. It is your standard SFB blue cover with black ink. The rulebook edges have been trimmed to be even, but it is still black and white.
Bump up Wargamer rating to 6.]

Euro-Gamer rating: 4, Wargamer rating: 5.5

There are two different sizes of ship counters included in the game, 1/2 inch and 1 inch. For the wargamer this would be a thumbs up to ADB for including both sizes of counters. The typical Euro-Gamer would be asking where are the plastic ship bits? In this day with game companies like Days of Wonder, Fantasy Flight Games, and Eagle Games [Edit: now out of business] making games that come with 50, 100, or 200+ plastic miniatures the Euro crowd has high expectations The 1/2 inch counter graphics for the most part look better than the graphics from the original Star Fleet Battles(SFB) games, as they should, but the 1 inch counters while they look good do not look as nice as the 1 inch counters that came with the SFB Megahex module H1 I bought way back when. The graphics on my old H1 module counters appear more realistic and crisper.
Euro-Gamer: 3 (Where are my plastic miniatures?), Wargamer: 6 (thanks for including the two different scales of counters but the graphics are so-so)

The mapboards consists of six 8.5x11 inch double sided thick (~1/8 inch) map panels. One side consists of 1/2 inch hexes and the other side uses larger hexes to accommodate the 1 inch counters. The map background is no longer your basic black from the original SFB; it consists of a photo quality starfield interspersed with small galaxies - a nice touch. If you're going to make a game board for a Euro-Gamer it better be mounted and it better not have valleys in the folds so ADB satisfies here but the production quality could have been better. There are two problems with the map, (1) the mapboards were slightly warped (concave/convex depending what side you're looking at) and (2) there is a visible gray border on the larger hex sized side. This is due to the map panel graphics not lining up between the two sides. The rulebook specifically mentions problem (1) and how to remedy it and (2) is more of an aesthetic nit but since they took the time to print such a pretty galactic background on the mapboard it is a shame it is broken up by a thick gray line on some of the panels. [Edit: ADB has fixed the registration problem but my Romulan Border map panels now have another problem. All along the edges the graphic is flaking off on the large hex side. It looks like the die cutter may have been getting dull on this batch of boards.

Click on each image for a larger view. The first picture is of the six board panels I received in Romulan Border. As you can see the edges are quite ragged - at least to me. I sent ADB an email with pictures and include their reply below.

"What is happening is that the boards are so thick that the cutting blade doesn't get all the way through before the thickness of the blade forces the panels apart. Not much to be done about it; the only cutter that had a special narrow blade belonged to a company that went out of business and sold the cutter to Argentina.

I have seen this produce a slightly rougher than normal edge but haven't seen any exposed cardboard.

I can send you more maps but they'll be the same as what you have."





The second picture is a comparison of a Klingon Border map panel on the right, showing the gray printing on the edges due to the registration error and the Romulan Border map panel on the left. Note: that on the KB map panel this side is where the cutter first touched the panel unlike on the RB map panel which is where the cutter exited but I have looked at all of my KB panels and the two panels I got with Klingon Attack and the the cutter exit side looks no where near as bad as the Romulan Border map panel edges do.


I would have bumped up my rating for fixing the board warp and the registration problem but the flaking graphics killed that. Lower my rating to 4.]

[Edit 07/09/07: After an exchange of emails with Steve Cole of ADB to clarify what I was un-happy about, Steve sent me some map panels (twelve, woo-hoo!) which I received on my return from out July 4th holiday. These are first edition boards with the grey borders but the smoothly cut edges. I'm now a happy camper. To be fair to ADB about their map panels Steve informed me that they have tried out different vendors and are still looking for the one who can produce them to ADB's satisfaction. I wish them good luck in their continued search. Thanks Steve and ADB for the great customer service! Customer Service Rating: 10]
Euro-Gamer: 4.5, Wargamer: 5.5

The double sided ship system displays are where the game has made the most improvement over SFB. The displays are color coded and laminated. Each ship included in the game is represented by two different versions, the "squadron" and "fleet" displays. The squadron display side would be equivalent to the normal old SFB ship system display (SSD) while the fleet side represents the ship with half the values from the squadron side. The rulebook says you can use either side to play, player preference. The fleet side can be used for players who want a quicker game, those just learning the game, or those playing larger fleet battles.
Euro-Gamer: 7, Wargamer: 8

There are two identical player aids included with the game. Most games these days will usually include player aids for all players so this is expected by both the Euro and Wargamer crowd. What makes these nice in terms of the wargamer is that they are both in color (expected by Euro-Gamer) and laminated. The play aids are double sided and include the sequence of play, the weapons tables for the starship weapons included in the game, and the damage allocation chart. [Edit: Romulan Border includes a plasma torpedo playaid. One side contains info for Plasma torps and the other side has a summary of the Impulse Procedure, the Phaser-4 table, and a log for keeping track of drones.]
Euro-Gamer: 7, Wargamer: 8

The package includes a single Grease Pencil [Edit: Newer editions substitute a white board marker for the grease pencil.] used to mark on the ship system displays during play. Boxes are crossed off to indicate damaged systems, fired weapons, and damaged drones and shuttles among other things. It is nice that they included the grease pencil but if you are going to include it you might as well go all the way and at least include two of them since your going to play this game with at least one other person.
Euro-Gamer: 4 (Where is the other pencil?), Wargamer: 6 (Wow! they even included a grease pencil) .

To round out the package ADB included a baggie with standard paper clips and two card stock sheets of movement templates. The paper clips are an alternative means to recording energy expenditure of your ship during the turn. Each ship system display includes a numbered track(s) on the right side of the ship card where you can use the paper clip, grease pencil, or tokens to indicate how much energy your ship has remaining. The movement templates are for ship miniatures use for those who like to play the game on the table top sans hex map. The templates are scaled to 1 inch per movement point and the rules state you can download other scales from the ADB website.
Euro-Gamer: 4 (Where are my plastic ships), Wargamer: 5.5

GAME PLAY vs Star Fleet Battles
ADB says this game is not meant to be a replacement for Star Fleet Battles as they are still supporting and making new products for SFB but the comparisons are inevitable for a game that is based on SFB and still shares many mechanics and game history with it. What did they do to make it play faster than Star Fleet Battles? Short answer, a lot! If you want the whole list you can go to ADB's website here, http://www.starfleetgames.com/fc/ . If you've never played SFB before you don't need to bother going to the above link as some of the acronyms and rules references will probable confuse you. In fact if you've never played Star Fleet Battles before you can just skip this paragraph and be glad ADB did make these changes in Federation Commander. The biggest short cut ADB did was to make the energy allocation process a whole lot easier from Star Fleet Battles. Basically the Energy Allocation Phase in Federation Commander consists of deciding what your base ship speed for the turn is going to be and, if you have them, how much energy you are going to put into charging photon torpedoes [and plasma torpedoes]. That's it; all other energy allocation expenditures are decided on the fly during the Impulse Segments of the turn. Deciding how fast you are going has been made simpler further still by limiting you to four base speed choices, 0, 8, 16, and 24 hexes per turn. The second major change to speed up the game is a new Damage Allocation Chart (DAC) and procedure on how to use it. Long gone is the method of rolling two dice for each hit obtained on the DAC; it has been replaced with 1 die roll for each group of 10 hits that get past the shields. This definitely cuts down on the wristage on those 50 to 100+ internal hit salvos! These two changes greatly reduce the time to play and as stated above if you want to shorten the time even further use the fleet ship system display. The sequence of play has been changed to quicken the game also. Although there are still basically 32-movement impulses they have been grouped into 8 Impulse segments with 4 sub-pulses of possible movement in each. Firing of weapons and use of other systems happens after the four sub-pulses for movement have been completed cutting down your firing, tractor beam, and transport use decisions to 8 times per turn vice the 32 times in SFB.
Euro-Gamer: ? (Who cares! I probably would not play SFB anyway) Wargamer: 8

In the next section I will describe the turn sequence of Federation Commander.

Federation Commander Turn Sequence
The turn starts off with Energy Allocation; all players determining how much power each ship will have for the turn and then decide what the "base" speed of their ship(s) will be moving at this turn. Note that during the Impulse Procedure portion of the turn the player can increase or decrease the speed of the ship from this base value. After announcing your base speed players can begin "preloading" multi-turn arming weapons; for Klingon Border this only applies to Photon Torpedoes. Players then decide if they wish to spend energy to regenerate damaged shields and then finally decide if they wish to power tractor beams that were powered last turn. That completes energy allocation; all other energy point expenditures occur during the Impulse Procedure segment of the turn.

The Impulse Procedure segment of the turn is where all the good stuff happens. It is divided into 8 Impulses. At the start of each impulse players will have to decide if they are going to accelerate or decelerate from the base speed they chose during energy allocation. This happens at the beginning of every impulse so a ship can theoretically increase or decrease its ship speed by +/- 8 hexes per turn from its base speed. This flexibility in speed does not come without a price; each increase/decrease in speed costs the energy equal to move one hex. After deciding whether or not to change speed there are 4 sub-pulses of possible movement. Ships moving at a speed > 24 hexes/turn will move every sub-pulse while those only moving 8 hexes/turn will move only in the 4th sub-pulse. So, although there are only four base speeds a ship could move anywhere from 0 to 32 hexes per turn. After all four movement sub-pulses have occurred ships that have been intercepted by seeking weapons may defend themselves during the Defensive Fire Phase.

During the Defensive Fire Phase ships may use Anti-Drone Defense (providing this system ia on the ship), fire phasers at the drone(s), and finally use a tractor beam on the drone. These steps are taken in the order listed. If a drone does survive the defenses it hits the ship and does damage to the shields and possibly causing internal damage to ship systems. Finally, ships that will use evasive maneuvering are announced and paid for during this phase. Offensive fire then takes place.

In the Offensive Fire Phase all ships can fire on other enemy ships, shuttles, and seeking weapons that are within range and firing arc. All fire must be predesignated, simultaneous, and paid for when used.

After the Offensive Fire Phase is the Other Functions Phase where ships can drop/raise shields, use Labs, Tractor Beams, and Transporters. The last phase of the Impulse Procedure segment is where ships can launch seeking weapons and launch/recover shuttle craft. After the Impulse Procedure is repeated eight times the End of Turn segment is performed.

During the End of Turn Segment players can carryover unused energy equal to the number of undestroyed batteries to the next turn. All other excess unused energy is lost. The players can then conduct repairs to damaged systems using the ships damage control rating. Depending on the rating and the repair cost of a system it may take more than one turn to complete a repair.

That is a complete turn. It sounds like a lot going on but it goes by relatively quickly as some phases can be skipped because nothing is happening then.



Amarillo Design Bureau emphasizes these Key Points:
A typical duel takes one hour, not four hours.
The largest fleet battles take four hours, not four days.
Energy is spent "on the fly" via a marker on a sliding scale.
Damage allocation involves 95% fewer die rolls.
Each turn has 75% fewer decision steps.
Ship diagrams are laminated (multiple use, no photocopies!).
The rulebook is 5% as big; they can learn it in 30 minutes.
Expansions include more fun, not complex new rules.


Overall I like the new Federation Commander.
Euro rating: 6. Wargamer rating: 7.5



One other thing I forgot to mention is that the artwork for the box cover is really first rate. All of the covers I've seen so far are really nice.