Quick-Start Rules

Quick-Start Rules
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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