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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6536168" data-attributes="member: 5868"><p>This is somewhat the model I'm working on for the card game idea, though with one side having initiative (playing second) and with alternating positions in play (Captain-Captain, Engineer-Engineer, etc).</p><p></p><p>Example: </p><p></p><p>1. Captain plays card that defines the ordered tactic for that round and the target to engage. E.g. "Crazy Ivan" boosts maneuvering while reducing weapons effectiveness (affecting the play of the Helm and Weapons officer)</p><p>2. Engineer plays a card that chooses a resource allocation strategy (shift power, gain power, repair damage, boost shield, etc)</p><p>3. Science officer plays a card that affects sensors (targeting boost), improves or exploits shields, or exploits outside resources</p><p>Helm plays card that defines a maneuver, which influences how weapons may be brought to bear and what sort of defensive response is possible.</p><p>4. Helm executes maneuver, spending maneuvering energy to affect defenses and the ability to attack.</p><p>5. Weapons engages the target, allocating weapon power and type based on decisions the prior crewmembers have made.</p><p></p><p>It would probably use a token or marker system to represent available power or points, with different player decisions shifting tokens back and forth, maneuvering and weapons spending tokens, and enemy hits also draining tokens, while some actions regenerate tokens.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6536168, member: 5868"] This is somewhat the model I'm working on for the card game idea, though with one side having initiative (playing second) and with alternating positions in play (Captain-Captain, Engineer-Engineer, etc). Example: 1. Captain plays card that defines the ordered tactic for that round and the target to engage. E.g. "Crazy Ivan" boosts maneuvering while reducing weapons effectiveness (affecting the play of the Helm and Weapons officer) 2. Engineer plays a card that chooses a resource allocation strategy (shift power, gain power, repair damage, boost shield, etc) 3. Science officer plays a card that affects sensors (targeting boost), improves or exploits shields, or exploits outside resources Helm plays card that defines a maneuver, which influences how weapons may be brought to bear and what sort of defensive response is possible. 4. Helm executes maneuver, spending maneuvering energy to affect defenses and the ability to attack. 5. Weapons engages the target, allocating weapon power and type based on decisions the prior crewmembers have made. It would probably use a token or marker system to represent available power or points, with different player decisions shifting tokens back and forth, maneuvering and weapons spending tokens, and enemy hits also draining tokens, while some actions regenerate tokens. [/QUOTE]
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