KLINGON COMPONENTS Gather these components to assemble K’mpec’s Attack Cruiser: K’mpec’s Attack Cruiser Ship Card (left) Quick-Start Rules This rules booklet explains the basic rules so that two players can immediately start playing Star Trek: Attack Wing. After playing a game with these introductory rules, refer to the full Rules of Play for the complete rules, which add more strategic depth to the game. Star Trek: Attack Wing is not played on a board; it is played on any flat surface with at least 3’ x 3’ of space. Before playing, players must assemble the Maneuver Dials and Ship Tokens for their ships as shown below. SHIP ASSEMBLY Vor’cha-class Maneuver Card (right) Vor’cha-class Maneuver Dial (four parts) K’mpec’s Attack Cruiser Ship Token (left) ACCESSING OVERVIEW: STARSHIP COMBAT TACTICS — SELECT OPTION FEDERATION COMPONENTS 1 Vor’cha-class Plastic Ship (above) To assemble the U.S.S. Enterprise-D, gather these items: 2 Plastic Pegs U.S.S. Enterprise-D Ship Card (left) 1 Plastic Base Galaxy-class Maneuver Card (right) PUTTING THEM TOGETHER The Maneuver Dials and the ships need to be assembled before playing. Please take a look at page 4 of the rulebook for instructions on how to assemble these pieces. Galaxy-class Maneuver Dial (four parts) From this point forward in the quick-start rules, the term “ship” refers to a fully assembled ship, complete with plastic ship, pegs, base, and Ship Token. INTRODUCTORY RULES ABOUT THE INTRODUCTORY RULES These quick-start rules are intended to help players immediately start playing a game of Star Trek: Attack Wing. For the sake of simplicity, some of the rules in this booklet may be slightly different from those in the complete rules. U.S.S. Enterprise-D Ship Token (left) 1 Galaxy-class Plastic Ship (above) 2 Plastic Pegs 1 Plastic Base Some of the more strategic game elements are not used in this introductory game. So, for example, the different colors of arrows on the Maneuver Dials have no effect when using these quick-start rules. Likewise, players should ignore the numbers on the Range Ruler, as well as the various icons that are not addressed in these introductory rules. Once you are familiar with the game flow, you can incorporate all of the rules in the rulebook. 1 SET-UP 3. Each player assembles their ships (see previous page). 1. Players define a flat 3’ X 3’ play area for the game. 4. Players place their ships at the opposite edges of the play area (see the diagram below). 2. Players choose one player to control the Federation and one player to control the Klingon Empire. Then they gather the components shown in the diagram on the previous page. 5. Players gather the dice, Maneuver Templates, Range Ruler, and Damage Cards, placing them outside the play area (see below). ATTACK WING Before playing, set up the game as follows: 2 1. Play Area 8. Damage Deck 2. U.S.S. Enterprise-D Set-Up Edge 9. Defense Dice 3. U.S.S. Enterprise-D Ship Card (with four shield tokens) 10. Maneuver Templates 4. Galaxy-class Maneuver Card 11. K’mpec’s Attack Cruiser Ship Card (with three shield tokens) 5. Galaxy-class Maneuver Dial 12. Vor’cha-class Maneuver Card 6. Range Ruler 13. Vor’cha-class Maneuver Dial 7. Attack Dice 14. K’mpec’s Attack Cruiser Set-Up Edge STAW-71120-0 STARDATE 40013.4 PLAYING THE GAME Star Trek: Attack Wing is played over a series of rounds. Each round consists of four phases: 1. Choose a Maneuver 2. Move 3. Attack 4. Check for Victory After resolving Phase 4, players begin a new game round, starting with Phase 1. Each phase is described in detail below. PHASE 1: CHOOSE A MANEUVER Simultaneously, each player chooses a maneuver for their ship. For a list of all possible maneuvers, refer to the ship’s Maneuver Card. To choose a maneuver, rotate the ship’s Maneuver Dial until the window displays the desired maneuver. The selection on the dial dictates the direction and distance that this ship will move during Phase 2. Each maneuver on the dial matches one of the Maneuver Templates. round. If a ship moves outside the play area, it is destroyed; immediately remove it from play. OTE: Some Maneuver Templates show a [ ] on one N end and a [ ] on the other end. These templates are used when executing either a [ ] or [ ] Maneuver. The only difference between these Maneuvers is that after executing a [ ] Maneuver, the player rotates their ship 180° (so that the guides on the front of their ship’s base fit securely with the Maneuver Template). Some Maneuver Dials show a [ ] Maneuver, which allows a ship to move backwards. To execute this move, place the appropriate [ ] template on the back of the ship’s base and then move the ship so that the front of the ship is placed on the other end of the Maneuver Template. Move Example After choosing a maneuver, the player places the dial face down near the corresponding plastic ship. After both ships have been assigned a maneuver, continue to Phase 2. ACCESSING OVERVIEW: STARSHIP COMBAT TACTICS — SELECT OPTION Choose a Maneuver Example 1. The Federation Player wants the U.S.S. Enterprise-D to bank right, so they rotate the dial and choose the [ 1] Maneuver. 1. The Federation Player flips their dial to reveal their chosen maneuver. [ 1]. 2. Then they place the dial face down in the play area near the U.S.S. Enterprise-D. 2. They take the [ 1] Maneuver Template and insert it between the guides on the front of the U.S.S. Enterprise-D’s base. PHASE 2: MOVE 3. They move the U.S.S. Enterprise-D to the other end of the template so that the guides on the back of the ship’s base fit securely with the template. Each ship moves one at a time in this order: 1. U.S.S. Enterprise-D 2. K’mpec’s Attack Cruiser Immediately before moving, the player reveals (flips face up) the Maneuver Dial assigned to their ship. They then take the Maneuver Template that matches their chosen maneuver and insert the end of it between the guides on the front of the ship’s base (see “Move Example” to the right). Then, holding the Maneuver Template firmly in place, the player moves their ship to the other end of the Maneuver Template so that the guides on the back of the ship’s base fit securely with the Maneuver Template. Ships may move through other ships as long as they do not end their movement on top of another ship. If a ship would end its movement on top of another ship, it does not move this SHIP STATS For this introductory game, players use only some information on the cards and tokens. The Ship Name, Weapon Value, Agility Value, Hull Value, and Shield Value are all shown on both the card and the token. The firing arc is shown only on the token. All other information and icons on these components are used in the standard game and are explained in the rulebook. The firing arc of K’mpec’s Attack Cruiser extends from its base as shown 3 1. Ship Name Attack Example 2. Weapon 1. The Federation Player uses the Range Ruler to define the U.S.S. Enterprise-D’s firing arc and range, shown here in blue. 3. Agility 4. Hull 5. Shields K’mpec’s Attack Cruiser is in range and within firing arc; the U.S.S. Enterprise-D can attack it. PHASE 3: ATTACK Each ship may perform one attack. As with movement, the U.S.S. Enterprise-D attacks first. 2. The Federation player rolls four attack dice, equal to the U.S.S. Enterprise-D’s weapons rating. The Klingon player rolls 1 defense die, equal to the Agility rating of K’mpec’s Attack Cruiser. REFERENCE To attack, a player must be able to target an enemy ship inside the attacking ship’s firing arc and within range (see “Attack Example” to the right). The firing arc extends outward from the wedge shape shown on the front of the Ship Token. For the introductory game, ignore the firing arc with the dashed lines on the back of the U.S.S. Enterprise-D. To check if an enemy ship is within range, take the Range Ruler and measure from any point of the attacking ship’s base. If any point of the enemy ship’s base is within the Range Ruler’s length, that ship is in range. 3. The players compare results. The result cancels the result as shown. If the enemy ship is inside the attacker’s firing arc and within range, the attacker rolls a number of red attack dice equal to their ship’s Primary Weapon Value, and the defender rolls a number of green defense dice equal to their ship’s Agility Value. After rolling, players compare their dice results: 1. Ignore all blank, 2. For each and result, cancel one results. or result. 3. For each uncanceled or result, the defending ship suffers one point of damage. For each point of damage suffered, deal one Damage Card face down next to the defending ship’s card (see “Attack Example” at right). 4. For the uncancelled , K’mpec’s Attack Cruiser suffers 1 damage. The Klingon player deals one Damage Card face down next to their Ship Card. When the total number of Damage Cards next to a Ship Card equals or exceeds the ship’s total Hull Value (yellow) plus Shield Value (blue), that ship is destroyed and immediately removed from the play area. For example, the U.S.S. Enterprise-D has 5 Hull and 4 Shields, so it is destroyed when it has 9 or more Damage Cards. © 2017 WizKids/NECA, LLC. WIZKIDS, HEROCLIX, and COMBAT DIAL are trademarks of WizKids/NECA, LLC. All rights reserved. TM & © 2017 CBS Studios Inc. STAR TREK and related marks are trademarks of CBS Studios Inc. All Right Reserved. FlightPath™ Game System used under license from Fantasy Flight Publishing, Inc. Fantasy Flight Games is a registered trademark of Fantasy Flight Publishing, Inc. FlightPath is a trademark of Fantasy Flight Publishing, Inc. 4 STAW-71120-0 STARDATE 40013.4 PHASE 4: CHECK FOR VICTORY Check to see if either player has won. A player wins if their opponent has no ships in the play area. If there is no winner yet, players repeat Phases 1-4 until a winner emerges.
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