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.