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Ask anything about Star Trek: Fleet Captains – Romulan Empire: rules, setup, components, complexity, price, or whether it fits your group.
Video: How to Play
Start here, then follow the written guide
Step by step
Objective of the Game
Consulte o manual para detalhes sobre esta seção.
Preparation (Setup)
Contents
- 12 Romulan Clix Starships
- 2 Command Post Tiles
- 1 Mission Deck Console (Updated to Include Espionage Missions, replace the original with this one)
- 10 Location Tiles
- 100 Command Cards
- 10 Encounter Cards
- 25 Missions (Espionage)
- 14 Starship Display Cards (12 Romulan, 1 Alternative for Federation and Klingon ships) – all 14 have the new Espionage Mission type – just like with science/influence or combat, take a corresponding card from this mission deck when you have a ship with this mission type.
- 3 Away Team Tokens
- 14 Romulan Cloak Tokens
- 30 Control Tokens
- 12 Scan Tokens
- System Tokens
- 6 Victory Point Tokens
- 2 Dice
- 6 Action Tokens
Alternate Versions of Ships
The Romulan Expansion introduces alternate versions of ships. The Federation player (U.S.S. Excelsior) and the Klingon Player (I.K.S. Kronos One) have a ship card that is added to their starting fleet set-up. This card can replace the base set card. You can either randomly choose which card is included before shuffling them into your fleet deck, or ignore the second appearance of these cards when appropriate. You do NOT get to use the second card to bring in the same ship as a reinforcement after the first one is destroyed. These cards allow the Federation and Klingon players to have the new Espionage Mission type and a new special ability for each ship while keeping the same dial and model.
3-Player Set Up
This expansion allows for 3-player games. The suggested first-time setup for 3 players is shown in the manual. Any map configurations players can agree to are fair game. Some cards refer to the most direct path (“center line”) between players’ Command Posts, which is highlighted in the manual for 3 players with the first game recommendation.
Fluxo do Jogo
3 Player Timing (System Tests)
In a three-player match, timing during System Tests (such as with an encounter when players can play an opposing card) can be tricky. The general guideline is that the player who acts first (i.e., speaks first with specific game play implications) has the initiative when it comes to breaking ties involving other players trying to intervene at the same time. In the unusual case where two players act for all intents and purposes at precisely the same time, the player whose turn was last gets to act first. That player’s card is figured into things first, and only one opponent's card can be played per System Test.
Espionage Timing
Espionage abilities are always resolved last when it comes to timing disputes. For instance, V’las' ability allows for a combat to occur between the ship they are assigned to and another ship. This could occur on the ship controller’s turn or V’las controller’s turn. However, if the ship controller has declared a combat (with this ship or any other), that combat must resolve before V’las' Espionage ability can work. Espionage abilities may allow their controllers to activate them based on an opponent’s actions, but an Espionage ability does not allow you to force your opponent to take a particular action unless the ability specifically says that it does so. For example, a “Movement (Espionage)” ability is only usable by the controlling player during that ship’s movement, but it does not allow the controlling player to force that ship to move. No player may respond to an espionage interrupt with another interrupt ability until the espionage ability has been resolved. Remember that using the action text on a crew card causes it to be discarded for saboteurs, examples include Pardek and Ruwon. These discarded crew cards go back to the owner’s discard pile.
Crew Card Timing
Crew that are assigned to ships can use their ops and combat effects only if they have been previously assigned to a ship (you cannot play a card during an encounter or combat to assign a crew to a ship mid-event) and can only impact the ship they are assigned to. Trashing or discarding a crew card are the same for timing – the difference is where the card ends up. Doing either is outside the normal rules of playing a card (per the note on page 27 of the base set rules) – meaning it doesn’t impact Command Cards you can play (you can still play a Command Card in addition to discarding/trashing 1 or more crew). If you trash or discard a crew, it replaces the benefit the crew was providing. You may do it at any time as long as other conditions are correct. For example, Tasha Yar can be trashed for +4 weapons in combat (losing the +2 she was providing) but other cards may be only during system tests, etc. Your opponent may respond and also discard or trash crew cards in response (typically in combat). Espionage Abilities occur last when disputes in terms of timing occur. For example, if you discard a Crew to improve your shields to prevent a point of damage you would otherwise have to take (i.e., after dice have been rolled), and your opponent discards a crew to improve their weapons, and you trash Data to prevent the damage, while there are edge cases of timing, in general they should be rare and common sense between parties should prevail.
Ações e Como Jogar
Transmission Interference Sensor Action
You may use your sensor system to interfere with your opponent’s transmissions. As a Sensor Action, make an opposed Sensor test against an enemy ship. The enemy ship gets +1 to its roll for each point of movement it would take to move your ship into the target ship’s location via the most direct route (zero if in the same location). You cannot spend engine points to move a partial distance across a location to reduce the +1 per point of movement.
If you succeed, the target ship’s controller must discard one mission card of your choice (secret missions remain face-down during this choice). If the target player has missions from the beginning of the game left, they draw from their deck to replace the discarded mission. If none remain, you choose which deck of missions your opponent must draw from for their new mission.
Saboteurs (Crew Cards)
This expansion includes a new crew type: Saboteur. These crew may only be assigned to your opponents’ ships and only 1 may be assigned per ship (just like any crew type). Any abilities, negative or positive, affect the ship the Saboteur is assigned to. When you play a Saboteur on an enemy ship, put one of your scan tokens on the crew card – this indicates who controls the Saboteur.
The player who plays the Saboteur can play it on any ship in play of their choosing regardless of location of ship or if cloaked, etc.
Saboteurs will often have abilities labeled “(Espionage)”. Espionage abilities are usable only by the player who controls the saboteur (i.e., the player whose scan token is on the crew card), even though the crew card is on a ship controlled by another player. An Espionage Ability may not be played out-of-hand, and its text is always addressed to the player who controls the Saboteur, so read it accordingly.
This means that a player with a Saboteur aboard one of his/her ships may not choose to discard that Saboteur to use a printed ability labeled as “(Espionage)”. Such saboteurs are designed to be placed on an enemy ship and actually be helpful to that ship and player, but at the opportune moment be revealed as an enemy agent in order to do something treacherous.
On the other hand, a Saboteur with a non-Espionage Combat or Action ability may indeed be discarded by the player to whose ship the saboteur is assigned – such saboteurs usually have negative crew effects and even more negative Action or Combat effects a player can suffer voluntarily in order to get rid of the enemy agent once and for all. Other than the above rules, Saboteurs function as crew normally. They are limited by type (so a ship may have no more than one Saboteur assigned at one time), and may be the subject of enemy Transporter actions and the target of effects which manipulate or force the discard of assigned crew just as any other crew card. Remember that the saboteur counts as a crewmember of the ship it is assigned to, and thus can only be Transported between ships of the same fleet by that ship’s controller no matter who placed the saboteur. The playing of an Espionage ability stops any chance the sabotaged player has of being able to renege on his action (i.e., once declared you must carry through).
Emergency Cloaking (Cloaking Action)
Once per turn (each ship may only do it once per turn), instead of using a Cloaking Action to cloak your ship, you may do so as part of your movement. Doing so uses 5 points of movement – if your ship has an Engines rating of less than 5, you cannot use this ability. This ability may not be used to generate Echo Tokens.
Fim de Jogo e Pontuação
New VP Rule
The first Starbase a player builds is worth 2 VP instead of 1 VP. The first ship of each opponent a player destroys is worth 2 VP instead of 1 VP.
Dicas para Vencer
Consulte o manual para detalhes sobre esta seção.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules