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Red Alert
Official Rules!
Keywords
After selecting a
scenario and building your fleet, it’s time to set up the play area.
Most scenarios presume
you’re playing on your dining room table, or some rough equivalent,
where the play area is rectangular. Feel free to change the parameters of
the scenario to fit your play area. Treat the setup description on the
disk as a guide, rather than a precise schematic that must be followed.
Most scenarios tell you to place your ships within “range: 1” of your
table end or the scenario disk. “Range: 1” means within the standard
beam range, as measured by your Beam Range Template. “Range: 2” means
within twice that range.
In the Balance Of Terror
scenario (details), the setup reads “Teams start on opposite ends
of the table, each fleet within range: 1 of its end.”
Instead, you might decide to use scenario disks to mark each
“end,” with each ship starting range: 1 away from its local scenario
disk. Or you might place a ruler one range template away from each end of
the table and allow players to place their ships anywhere behind the
ruler. Setup should be fast and easy, so feel free to alter scenario setup
descriptions as you like.
Each ship in your fleet
must have its own control panel. One control panel comes with each starter
box. The control panel tracks the status of your ship, and shows which
crew and tech are aboard.
Each ship comes with a
rectangular I.D. marker identifying your ship. Place this marker in the
“Ship Name” box on your control panel. This makes it easy to keep
track of which control panel goes with which ship during scenarios
involving multiple vessels.
Each control panel uses
three status counters. These are generic disks, numbered in sequence from
1 to 7 on one side, and 4 to 10 on the other. Place a status counter over
the circles marked “Shields,” “Hull,” and “Speed.” You’ll
typically use the 1-7 side of your status counters throughout an entire
game. Occasionally you’ll need values above 7; in these cases, simply
flip the disk over to use the other side.
The “Shields” status
counter represents your current shield rating. Your shields begin the game
at the ship’s maximum value. Set the shield status counter to reflect
the Maximum Shields rating listed on the ship disk. If your shields fall
to 0, remove the status counter from your control panel so it reads
“Shields Down.”
The “Hull” status
counter represents your ship’s current hull rating. At the beginning of
the game, your hull is at maximum. Set this disk to reflect the Maximum
Hull rating listed on the ship disk. If your hull falls to 0, remove the
status counter from your control panel so it reads “Ship Destroyed.”
The “Speed” status
counter represents your ship’s current movement rate. At the beginning
of the game, your ship can be moving as fast as you’d like, so set the
speed counter to show any value up to your maximum speed (see the next
paragraph). If your speed rating falls to 0, remove the status counter
from your control panel so it reads “Full Stop.”
The size of a ship disk
determines its maximum speed. As noted above, most ships—including the
main ship in your starter box—are standard size. Standard ships have a
maximum speed of 5. Small ships have a maximum speed of 6; large ships
have a maximum speed of 4. Upgrade disks bought during setup can modify
ship maximums.
Diana and Owen don’t
want to collide or overshoot each other, so they both set their Speed
status counter to a moderate rate of “3.”
If at any time in the
game any of these values reaches 0, simply remove the status counter. If
your hull counter reaches 0, your ship is destroyed. Other counters may be
replaced if their values rise above 0.
Crew and tech disks must
be assigned to specific ships. Mark this by placing them on, or next to,
the control panel for that ship. Whether they’re placed on or next to
the control panel depends on whether their player wants them to be
revealed or concealed at the start of play.
See “Step 1: Reveal/Conceal,” below.
Now that both sides are
set up, Owen and Diana prepare for war. Once all players have placed their
ships and set up their control panels, it’s time to signal “Red
Alert!”
Games are played in a
series of turns and steps. A turn consists of five steps: Reveal/Conceal,
Assign Orders, Execute Orders, Boarding, and Ready Crew and Tech.
Step One: Reveal/Conceal
Each crew and tech disk
on your ship can either be “concealed” and hidden from view, or
“revealed” and ready to act. You may reveal or conceal any of your
crew or tech disks, but only at this point in each turn.
Concealed disks are
essentially out of the game. They’re still on their respective ships,
being destroyed if their ship is destroyed, but they don’t affect play,
and generally can’t be affected by things that go on in the game.
Nonetheless, they count against the ship’s capacity, and can be affected
by game elements that specifically target concealed disks. Some disks
produce devastating effects. Keeping them concealed until the last minute
lets you to surprise your opponents at a critical moment!
Stack all concealed disks
on your control panel, covering them with the “Concealed Crew And
Tech” disk to hide them from your opponents.
Revealed disks are ready
to be used and may, depending on their ability, automatically produce
effects when revealed.
Revealed crew can be
attacked or participate in an attack during Step 4: Boarding (below).
Revealed bridge crew is also subject to destruction from a Bridge Crit
(see “Criticals”).
In our sample game, Diana
decides to reveal both her crew and tech at the start of the first turn.
Her Mark III torpedoes need to be revealed to apply their bonus, and since
Geordi isn’t bridge crew, he’s safe from bridge crits. Owen does the
same, revealing both tech disks to gain their immediate benefits.
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