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Re: Card Draws

From: "Tom McCarthy" <tmcarth@f...>
Date: Thu, 16 Dec 1999 08:46:52 -0500
Subject: Re: Card Draws

I really haven't followed this that closely, so maybe this example has
already gone by.

It's a card based initiative system which is still turn based and still
allows distinctions for general fleet quality and, to a lesser extent,
ship
quality.  The admiral is rated for a certain number of cards (say 1 to
5)
and the ships are rated for a maximum number of cards (say 1 to 3). 
Deal
each ship a card and the admiral his cards.

Variant A:
The admiral hands out his cards to the ships of the fleet.  When the
card
comes up, that ship is activated (if not already activated).

Variant B:
The admiarl holds the cards and when one comes up, he can use it to
activate
an unactivated ship.

The cards either come up through a countdown (A, K, Q, J, 10, 9, ...,
with
ties decided by suit Spade - Heart - Diamond - Club), or by cycling
through
a second deck.	Ships only activate once and only when their first card
comes up.  Once activated, a ship discards all its cards for the turn
(can't
be reactivated).

As a variant, you can give the fighter groups a card, too.

Obviously, good admirals have bigger hands of cards, good ships can hold
more cards.  Great ships might always have a second card regardless of
the
admiral's choices, etc.

Prev: Re: [FT] Fleet sizes Next: re: RE: Card Draws and Fleet Admirals