The Customizable Card GameIntroduction:
ASF
CCG is based upon the Aries Star Fleet Game and uses many of the
characters,
artwork and story line associated with that game.
Objective:
To
be the first player to score 100 points.
Card
Types: Objective, Planet, Station, Upgrade, Enhancement, Intervention,
Crew and
Ship cards all make up the ASF CCG Game.
|
Planet |
Objective |
Intervention |
Crew |
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Planet cards are
locations in the solar system that make up your game board. Each planet has a span
number which indicates its distance from the sun. |
By completing the requirements on Objective cards you score points. Objectives play face-down from your draw deck to conceal them from your opponent until activated - turned face up. |
While you try to
complete your Objective, your opponent can try to stop you using
Intervention cards. |
Crew cards staff
ships and use their skills to complete Objectives and overcome
Interventions. Each
crew card may contain more than one personnel. |
|
Ship |
Upgrade |
Station |
Enhancement |
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Ships transport
your crew around the solar system.
Each ship has different staffing requirements and
different attributes. |
Upgrades enhance
the capabilities of your ships and crew. |
Ships, Crew and Upgrades all report to your
stations. |
Enhancements give you additional gameplay
capabilities. |
Card Anatomy
![]() |
Title: The name of a card. Type: What the card is. Some cards do not have this printed. This can often be determined from the picture on the card.
Uniqueness Indicator: This will be a dot placed before the title. A dot means more than one copy may be in play at any one time. No dot means the card is unique and no more than one copy may be in play at any one time. |
How
to Play
Building a deck
4
Planets, 4 seed cards (optional), 20 interventions (minimum), 20 draw
deck
(minimum).
Game Setup
Play begins by determining which player will go first by any mutually agreeable method. Players then each place their Intervention Pile to their left and their Draw Decks to the right. There is a time limit of 40 minutes per game.
Each
Player lays down their lowest distance planet in the
middle of the table. The planets must go in order from
the lowest to the highest, so planets are laid down where appropriate
inserting
into the spaceline as needed. If any player lays down Sol, each player
plays
their cards to the left of Sol.
Players then seed any cards that may be seeded. You may seed up to 4
cards,
including stations, on the table at this time. Player 1 announces each
of his
seeded cards one at a time to the other players, player 2 follows, and
so on. At
this time, only the cards are being placed, no text can be executed.
Once
complete, players may then begin the play phase of the game.
Stations play in one of 2 ways. If the station says that it can seed on
planet
or in space, you can place it on top of the planet, leaving just enough
room for
the planet span to show, or you may play it just below the planet to
signify the
station to be in space. If the station says that it plays on a certain
planet,
it must be played as a planet station.
Play Phase
This phase begins
by each player drawing 4 cards from the
top of their draw deck. The draw deck consists of crew, ship,
objective,
upgrade, and enhancement cards. Each player may play one card per turn
unless
another card allows additional play. At the start of each turn, you
must “ante
up” your hand by drawing cards until your hand has no more
than 4 cards in it,
or, if you have excess, you must discard until you have 4 cards. Cards
“stored” with another card like Computer Core do
not count as your hand for the purpose of the ante.
Announce to your opponents the end of your turn.
Player 1 begins by announcing the card he will play. If it is a crew,
upgrade or
ship player 1 will play them at his station. If it is an enhancement,
you must
play them as stated on the card.
If playing any face-down card, you do not need to announce anything about it. It is enough that your opponent see that you have played it. This is considered a “covert action”.
Playing
cards
Objectives play face down in a pile in front of the owner from the draw deck as a card play and do not have to be revealed to your opponent until “activated” – turned face up. You may only activate one objective at a time and it does not count as a card play.
Upgrades report at the station with ship and crew and travel on the ship. While on the ship, the upgrade enhances the ship’s attributes. Some upgrades may play directly onto any ship and others require a prerequisite before they can be effective. If a ship is destroyed, generally all of the upgrades are destroyed with it unless played on a card like fleet upgrade. Smaller upgrades can be saved with an escape pod if the escape pod has the proper staffing. Upgrades may have staffing icons, which indicate what ship they may be used with. This icon also increases the staffing requirements of a ship.
Crew staff ships and provide the skills to complete objectives. This includes Mission Specialist crews. Each crew may only meet one staffing requirement at a time, unless that crew has multiple staffing icons. Higher-ranking crew may meet a lower staffing requirement, but a lower rank may not meet a higher-ranking requirement.
Crew Staffing Icons
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Large Crew are
as big as they come and can staff even the largest ships. Medium Crew staff mid-size ships. This is the rebel affiliation's largest crew. Small Crew fulfill minor staffing duties on large ships and fully staff the smallest ships. |
Ships play at the station. If it is a planet station, the ship must have landing thrusters to leave the station. You may take off and land as many times as you want each turn, using all of your range each time you do so.
Ship
Attributes: Each ship has a set of attributes:
Power,
Reserve,
and Weapon.
Ship Skills: Your
staffed ship also may have special
skills: Landing
Thrusters, Torpedo Tubes, Invisibility, or other skill.
Your
ship may also have other
Upgrades built into them such as a Fusion Core. This means you may play
other
upgrade cards on that ship that require that upgrade without having to
play it
in your deck.
Enhancements give you special abilities during game
play.
Moving
Crews and Upgrades
In this game there are no transporters. Crews on a planet cannot simply
“beam
up” to a ship in orbit or "beam down"
to a planet. You must land a
ship on a planet to pick your crews up
and leave the planet to get to a ship in orbit. You can transfer crew
from ship
to ship as long as they are at the same location either in space or on
a planet.
Moving
your ships
Unlike
most card games, the space line is linear, and not 3-Dimentional.
Because the game board is made up of bodies in a planetary
system – the
solar system – means that moving from one planet to the other
requires taking
into account crossing the orbits of other planets to get there.
Therefore, moving your ship to a location requires a bit
of math.
Required
Range = (Starting Planet + Destination) X ABS (Starting Planet
– Destination)
Example:
Let’s say you are at Earth (span 4) and want to
travel to Jupiter (span
7) you would use this formula like this:
Required
Range = (4 + 7) X ABS (4 – 7)
1.
Do the addition and subtraction.
Required
Range = (11) x ABS (-3)
2.
We don’t care about the negative sign on the
three so we apply the
Absolute Value to disregard
Required
Range
= 11 x 3
3.
And then do the Multiplication.
Required
Range
= 33
In practice, this is a very simple method, though not many ships have the Power required to make such a jump in one turn. You can get to the same place in three turns only using a smaller amount of range each turn by “planet hopping”. Like this:
|
|
Turn
1 |
Turn
2 |
Turn
3 |
|
Start and End |
Earth 4 to Mars 5 |
Mars 5 to Asteroid
Belt 6 |
Asteroid Belt 6 to
Jupiter 7 |
|
Formula |
Required range =
(4+5) X ABS (4-5) Required Range = 9
x1 Required Range = 9 |
Required range =
(5+6) X ABS (5-6) Required Range = 11
x1 Required Range = 11 |
Required range =
(6+7) X ABS (6-7) Required Range = 13
x1 Required Range = 13 |
Total Range Used = 33
You
have accomplished the same distance, except using smaller jumps over
the course
of 3 turns. The trick is that you
must have all three of those orbital locations in play to do this. Moons can be helpful to
reduce the range required for your
ships to accomplish objectives. Because
they are in the same orbit as their planetary counterparts, they have
the same
span as their planetary cousins. So,
the range required to get from the Earth to the moon, ends up being 8 X
0 which
is, of course 0. No
range is
required to get from a planet to its moon.
Transferring
Power
Even the Banaba with a Power of 8 will have a difficult time getting from even the closest of planets. That is why all ships have ability to Transfer Power. You may transfer power from one or two attributes to any other attribute once per turn per ship. This will allow the Banaba, for example, to traverse a maximum distance of 24, or fire a maximum of 24 weapons, or reinforce its Reserve to 24. Once power has been transferred it does not return to normal until the end of the turn.
Battles
may be initiated at any time during the initiating player's turn and
may include ship or crew battles.
Ship
Battles
To initiate a ship battle, simply announce the attack and which ships are involved (you may not execute any other commands until the battle is over including transferring power).
Crew
Battles
Unlike other games, your crew does not have attributes. Each crew may contain up to 3 personnel as pictured on the card. When a crew battle is initiated, both players shuffle together each of their crews involved and places them facedown in a pile in front of them. Each player turns over the top card of their pile and calculates strength by comparing
1.) the number of personnel in each of the crews then, if there is a tie
2.) Staffing ability on each.
| Draw | Player 1 | Player 2 | Result |
| Draw 1 |
3 Personnel,
|
3
Personnel,
|
Draw (Both crews stopped) |
| Draw 2 |
2 Personnel,
|
1 Personnel,
|
Player 1 wins (player 2 crew is stopped) |
| Draw 3 |
1 Personnel, No staffing ![]() |
1 personnel, ![]() |
Player 2 wins, (player 1 crew is stopped) |
| Draw 4 | 1 Personnel, ![]() ![]() |
3 personnel, ![]() ![]() |
Player 2 wins, (player 1 crew is discarded) |
| Draw 5 | 1 Personnel, ![]() ![]() |
1 personnel, ![]() ![]() |
Player 2 wins, (player 1 crew is discarded) |
After
the battle, your unstopped crews may continue. Each players' discarded
crews may
be saved by the appropriate cards, then the rest placed in your discard
pile.
All others are stopped.
Executing
Commands
You
may execute game text on any card only during your own turn except when a card indicates that it may be played at any time.
Executing commands also includes transferring power, using
special
abilities on ships or crew, initiating battle, moving a ship, moving
crews,
reporting crew to station, etc. You
many execute only one command at a time.
(ex.
you cannot initiate battle and move ships at the same time.
Completing
Objectives
To begin an objective, you must have first played the objective on the table face down. You may select an objective from those played on the table and activate it by turning the objective over and playing it where it instructs you.
Completing
Combat-Oriented Objectives.
Certain objectives require you to Initiate battles to score points. You
may
attempt the objective only when you are capable of initiating the type
of battle
specified in the Objective. You then encounter Interventions equal to
the number
of all of the crews on all of your ships involved in the attempt that
will
battle when the Objective is complete. If a random selection or a
discard is to
be made, your opponent chooses the ship that the selection will be made
from.
Once the interventions have been encountered and the objective
requirements have
been met, only then may you attack the target specified. If you are
unable to
complete the objective, your ships and crews involved are stopped until
the end
of your turn. Ships that are not a part of the attempt are not stopped
and may
execute commands.
Table
Layout