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Random Event cards are placed in the space marked “Place Cards Face Down”. Once a Axanar: The card a player uses has been fulfilled, it is placed face up in their respective discard spaces.

Four Years War The Empire is designated with the Klingon emblem and has a red border Introduction separating it from controlled space. Qo’nos, the center of the Klingon Axanar: The Four Years War is an abstract government, is represented by a planet strategic simulation of a pivotal period in symbol marked “Qo’nos”. Federation history. It depicts the ’ attempt to break the Federation and putting The Empire is designated with the an end to what they perceived as an Romulan emblem and has a green border expansionist regime with the aim of separating it from Federation controlled conquering the Klingon Empire. It also saw space. the birth of the Constitution class , as well as the iconic Klingon D-7 battlecruisers. All other spaces are considered Federation The war cemented the reputation of Capt. controlled space. Within Federation space Kelvar Garth, who, according to many are several planets representing the historians, saved the Federation with his founding members of the Federation, as well bold plan that saw the defeat of the Klingons as several colonies. at Axanar. The Game Pieces -- All Federation playing The Game Components pieces have a blue background, and represent fleets, space stations and Map -- The map depicts a section of the outposts. Pieces with the Federation Alpha Quadrant where most of the action emblem in the upper left corner represent took place during the war. A hexagonal grid units under . overlay regulates movement. Each row is either numbered or lettered with red arrows in one corner of the map to indicate direction of the letters/numbers. Letters are read in a diagonal direction while numbers Several of the Federation fleet counters have read in an up/down direction. This allows a special symbols to the right and are player to write down coordinates of his explained later in the rules. units. As an example, Earth is in coordinates , Andoria and Tellar pieces are H8. marked with symbols in the upper left The time track is used to keep track of the corner: current turn. Each year has four turns, representing approximately three months of time. Turns marked in yellow are turns that Vulcan Andoria Tellar reinforcements may arrive.

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Klingon pieces have a red background with adds one to his combat the Klingon emblem in the upper left corner. die roll. Represents the Ares class ship. The symbol to the right represents the insignia of the USS Ares. Each piece has several numbers with the When this counter following functions: the upper right number enters play the Captain represents the number of the piece and used Garth counter is strictly for identification only. The number in immediately placed with the bottom left represents the attack factor it. of the unit while the number in the bottom Represents the right represents its defense factor. Constitution class starship. The symbol to the right of the counter is the symbol for the USS Enterprise. It is strictly for information only. These and the Ares class Identification of the Pieces (Federation) enter the game through special rules (See Ares A standard Starfleet and Constitution Class Fleet Unit Entry). Represent space stations. Four of these start the game on the map. See Set Up section Starfleet fleet units of the rules. numbered 11 – 15 represent the fleets Represent outposts. which start the game on Four of these start the the map for the game along the Klingon Federation (See Set Up border, and four along section of the rules). You the Romulan border. See will find the fleet patch Set Up section of the to the right of the rules. counter designating Represents ships of the these units. If units Vulcan home world. numbered 11,13,14 and 15 or units numbered 12,13,14, and 15 are together in a combat, the Federation player

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Represents ships of the Represents Captain Kelvan home world. Garth. He has special abilities during combat represented by the +1 in the lower left (see Combat

Rules). Represent ships of the Represents Kharn, the Tellar home world. Klingon commander during the Four Years War. He has special abilities during combat represented by the +1 in the lower left (see

Combat Rules). Starfleet (including Ares and Constitution The time marker. It is Class), Vulcan, Andorian and Tellar fleet placed on the space units, as well as outposts and space stations labeled “1” on the time are considered Federation units. track at the start of the game and is advanced to The Klingon Pieces the next space when a turn is completed. The standard Klingon Tables fleet unit. There are two sheets with Tables 1 through 5, a copy for each player.

Length of the Game Represents the Klingon The length of the game is 16 turns. At the D-7 fleet units. These end of the 16th turn, players total their score. enter game through During the course of play, players will need special rules (see D-7 to track points scored to determine the class Entry) winner if either Axanar or Qo’nos is not

captures. You may use a pencil and paper for Occupation marker. this. When the Klingon player captures a colony or The Federation Player earns points in the planet of the Federation, following manner: this marker is placed on the space. 1. For each Klingon unit destroyed (except D-7), 1 point. Miscellaneous Markers 2. For each Klingon D-7 class ship destroyed, 2 points. 3. If Axanar remains in Federation control, 5 points.

The Klingon player earns points in the following manner:

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1. For each Federation, Vulcan, Tellar, 4. Movement or Andorian fleet counter destroyed, 5. Combat 1 point. 6. End of Turn Replacements and 2. For each Ares or Constitution class Production ship destroyed, 2 points. 3. For each Federation planet in Klingon Strategic Stance – Exception! – For the first control at the end of the game turn only, no cards are selected. The Klingon (except Axanar), 1 point. player is “Active”, and the Federation player is “Passive”. How to Win At the start of Turn Two and every turn The game automatically ends if either thereafter, both players pick one of the Axanar or Qo’nos is captured. If the three strategic stance cards available to him. Federation has captured Qo’nos, he is Players then turn the cards face up. These declared the winner. If the Klingons capture cards determine how many spaces his fleets Axanar, they are the winner. If neither planet may move for the turn, and which column to is captured, see End of Game and Declaring use during the Replacement and Production a Winner. Sub-Phase.

Game Sequence If the card reads Active the player may move each of his fleet units up to four spaces. Each game turn is comprised of two phases: During the Replacement and Production Klingon Turn and the Federation Turn. Each sub-phase, he looks under the Active column player’s turn is comprised of several Sub- to determine the number of new fleet units Phases. The Klingons play first, followed by that enter play the next turn. the Federation player. If the card reads Normal the player may Each Phase consists of several Sub-Phases move each of his fleet units up to three with each player, when it is his turn, spaces. During the Replacement and executing each Sub-Phase in the order listed Production Sub-Phase, he looks under the below. Once both players have completed all Normal column to determine the number of Sub-Phases the turn ends, and the time new fleet units that enter play the next turn. marker is advanced to the next space on the Time Record Track. If the card reads Passive the player may move each of his fleet units up to two In some cases, there are exceptions; these spaces. During the Replacement and are noted in red. Production Sub-Phase, he looks under the The Sub-Phases Passive column to determine the number of new fleet units that enter play the next turn. The Sub-Phases are played in the following order by each player, and are explained in Once a card is used for the turn, it is set separate sections: aside. Once all three cards are used by a player, they are gathered back into the 1. Strategic Stance player’s hand for use in the following turns. 2. Random Event Card Draw However, the player may not play the same 3. Reinforcements card in two consecutive turns. As an

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5 example, if the plays Passive, Active, then Federations ships returning may be placed in Normal, he may not use Normal for the 4th any space within six hexes of Earth. turn. He can use it for the 5th turn. If all the random event cards have been Designer Note: These cards represent the drawn and the game has not ended, economic function of the game and force the reshuffle the discarded random event cards player to decide – either spend money to and place them face down on the map for execute the war or direct it towards reuse. production. Once a card has been used, it is placed in the Random Event Card Draw -- Exception! – For discard pile. the first turn only, no Random Event cards are drawn by either player. The Cards

The player rolls 1 die. If a roll of 6 is the Klingon Cards result, then that player draws a random Political Move (x2) – Extremists within the event card. Klingon Empire gain the upper The random event cards describe events hand…temporarily. The Klingon player may that may or may not benefit the player. not attack during his present turn. He may Instructions on how the card affects the defend and move. Discarded at end of turn. player are printed on the card. If the card has a Klingon insignia in the upper left corner, it Increased Production (x2) - Klingon player is played by the Klingon player. If the plays the card just before he rolls for Federation, Tellar, Andorian or Vulcan production at the end of the year. It allows insignia is in the upper left corner of the him to add one fleet counter in addition to card, it is played by the Federation player. the number rolled on the production table.

If the Klingon player draws a random event Klingon Political Turmoil (x1) - Klingon card with a Federation, Tellar, Andorian or player removes one fleet unit in play and Vulcan insignia, he discards the card. It is not places it Qo’nos. At the beginning of the played. Likewise, if the Federation player player’s next turn, roll one die. If the result is draws a random event card with the Klingon 4-6, the unit is free to move. Repeat each insignia, he discards the card. It is not played. turn until unit can move.

Some of the cards require the player to If the player has no units in play, take one remove fleet counters or to move them to fleet unit from the discard pile and place on certain locations. To help the player Qo’nos. remember what to do, these cards may be kept face up by the player until all conditions Counterintelligence (X2) - Hold card until on the card have been met. The card is then used. It is played when Federation plays placed in the discard pile. Once conditions of Intelligence Coup card. It negates the effects the card have been fulfilled, ships return into of the Federation card. play; Klingon ships returning are placed on any space in the Klingon Empire and

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Intelligence Coup (x2) - Player holds card Political Move (x2) - Pacifists within the face down and may play it at any point in the Federation Council gain the upper game but prior to combat being resolved. It hand…temporarily. The Federation player adds a +1 to all die rolls to resolve combat. may not attack during his present turn. He Once played, it is placed in the discard pile may defend and move. for the Klingon player. Federation Political Turmoil (x1) - Trouble on the Romulan Border – (x1) - Federation player removes one fleet unit in Player moves two fleet counters already in play and places it on Earth. At the beginning play and places them off map to the right. At of the player’s next turn, roll one die. If the the beginning of the player’s next turn roll 1 result is 4-6, the unit is free to move. Repeat die; on a roll of 4-6, fleets may be placed on each turn until ship can move. Qo’nos and move. Repeat each turn until ships return to Qo’nos and move. If the player has no units in play, take one fleet unit from the discard pile and place on If the player does not have the required Earth. number of ships to move, draw two counters from the discard pile and hold off map. Counterintelligence (x2) - Hold card until used. This card is played when the Klingon Revolt in the Klingon Empire – (x1) The player plays his Intelligence Coup card. It player places two fleet counters already in negates the effects of the Klingon card. play on Qo’nos. They may not move this turn. On next turn roll 1 die; on a roll of 4-6, Vulcan Political Tensions (x1) - Player places the ships may move. Repeat each turn until all Vulcan fleet counters in play on Vulcan. ships may move. Ships may not move this turn. On the following turn, roll 1 dice. On a roll of 4-6, Special Rule: If the player does not have the ships may move. Repeat each turn until ships required number of ships to move, place all can move. ships in play on Qo’nos. If the player has no ships in play, the revolt succeeds and the If no Vulcan ships are in play, draw one from game ends. The Federation player is the discard pile and place on Vulcan. declared the winner. The card can be Humanitarian Aid (x1) - Remove one negated if the Klingon player always keeps a Starfleet fleet counter from the board and fleet unit on Qo’nos. place off map. On the following turn, roll 1 dice: on a roll of 4-6 ship may move. Repeat Federation Cards each turn until ship may move. If no Starfleet fleet unit is available, use any Vulcan, Increased Production – (X2) Federation Andorian or Tellar fleet unit in play. If none player plays the card just before he rolls for are available, the card is ignored. production at the end of the turn. It allows him to add one fleet counter in addition to Intelligence Coup (x2) – The player keeps the the number rolled on the production table. card face down and may play it at any point in the game but prior to combat being resolved. It adds a +1 to all die rolls to resolve

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7 combat. Once played, it is placed in the turn. If no ships are available, ignore the discard pile for the Federation player. event and discard the card.

Trouble on the Romulan Border (x1) - - The Reinforcements player moves two Federation fleet counters already in play and place them along the Fleet counters not placed on the map at the Romulan border. The fleet counters may be start of the game, as well as those lost during Starfleet, Vulcan, Tellar or Andorian. On next combat, are kept in a pile near each player. turn roll 1 die; on a roll of 4-6, fleets may This pile becomes the pool of ships available move. Repeat each turn until ships can during the Reinforcement Sub-phase as well move. as the Replacement and Production Sub- phase. If the player draws a card in a following turn Reinforcements are checked during Turns 2, that requires the movement of Vulcan, Tellar 3, 5, 8, 11 and 15 and are noted in yellow on or Andorian ships, the player may do so. He the time record track. Before movement, then discards the Trouble on the Romulan each player consults the reinforcement table Border card. to determine how many fleet units enter the game, as well as space stations and outposts If no ships are available, draw two from the (Federation player only). These fleet units discard pile and hold off map. On next turn may be moved in the Movement Sub-Phase. roll 1 die; on a roll of 4-6, fleets may now be moved. Repeat each turn until ships can Klingon reinforcements are placed in any move. space within the Klingon Empire, or on any planet occupied by the Klingon Empire. Andorian, Vulcan Tensions (x1) - Player Federation fleets may be placed on any places all Vulcan and Andorian ships in play planet within Federation space not occupied on their respective home planets. They may by the Klingon player. Vulcan, Tellar and not move this turn but may move the Andorian ships are placed on their home following turn. If no ships are in play the card planets unless they are occupied by the is ignored and discarded. Klingons in which case the reinforcements are lost. Divided Tellar Government (x1) - Remove 1 Tellar fleet counter from the board and place Space Stations and outposts are placed on it on the Tellar home world. On the following any hex within Federation space that does turn, roll 1 dice: on a roll of 4-6 ship may not contain a planet or Klingon Fleet unit, move. Repeat each turn until ship may nor can they be placed next to a Klingon unit. move. If no ship is available, ignore the card If no counters are available as and discard it. reinforcements, then no counters are placed on the map. Tellar, Andorian Tensions (x1) – The player Exception! Place the Ares, Constitution and places all Tellar and Andorian ships in play on D-7 counters in their own piles off map. their respective home planets. They may not These ships come into play in a different move this turn but may move the following manner. See rules under Replacements and Production.

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Movement planet space with advance after combat. However, combat is resolved during the As stated earlier, strategic stance cards Klingon player’s next turn. The planet is not determine how many hexes a counter may considered occupied when this occurs. This move. Depending on the card drawn, it will movement after combat is optional. be 2, 3, or 4 hexes. Each counter or stack of counters may move the allowed number of When combat ends for one stack repeat the hexes. Stacks may be formed or broken at procedure for other stacks on the board. any time during movement. However, each When all combat has taken place, then unit may only be moved once. The exception proceed to the End of Turn Replacements is movement after combat. Exception! and Production sub-phase. Federation space stations and outposts may not move. Each hex entered costs 1 As an optional rule, a player may break movement point. If a player enters a hex away from combat after the first round (each occupied by the opposing player (fleet units, side has fired once) by moving into an planets, outposts, space stations), he must adjacent hex not occupied by his opponent. stop and conduct combat in the next sub- The action ends combat for that stack. The phase. Any number of ships may occupy a player declared the attacker may not hex. advance.

Partial hexes along the edge of the map are If no hex is available to move into, then exit hexes. If a counter moves into a partial breaking away from combat is not allowed. hex, it is removed from the board and Combat continues per normal rules. immediately is put into the player’s supply of Each side will conduct combat, with the ships off map. player whose turn it is being designated the The Federation and Klingon player may not attacker. First the attacker will determine move into the Romulan Zone. the results of his attack, followed by the defender. Destroyed units are then removed Combat from the stacks.

Combat occurs after all movement is To conduct combat, total the attack factors complete and a unit or stack of units is in a of all units attacking. The defending player hex occupied by units or a planet controlled totals his defense factors. The attacker then by the opposing player. Combat may consist subtracts the defender’s total from his total. of several rounds per stack and continues The difference is the column to be used on until one side is eliminated. The player who Table 4 Combat Results Table. moved first fires first; then the defender fires next. The attacker then rolls one die, adding any modifiers listed under the table to his die At least one side or the other must have all roll, and any cards he holds, and cross fleet units eliminated before a side can move references the result with the column as their units from the hex: the player may determined above. The resulting number is move his stack up to two additional spaces if the number of units lost by the defender. the space is unoccupied by enemy units or The defender then repeats the above steps. planets. The Klingon player may enter a Once the results are known, fleet units

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9 eliminated during combat are placed to the When they are destroyed in combat, they side and are used to fulfill replacement and are permanently removed from the game – production results. they do not return.

If a player attacks a planet, the planet Cards and Units Affecting Combat defends with a value of one. A planet can only be attacked once per turn. The planet is Garth and Kharn Leader units, when stacked defeated if the attacker’s roll does not result with fleet units involved in combat, provide in a “0” after all modifiers are applied. If the a one column shift to the right on the combat planet is not defeated, the attacking player results table and a +1 added to the die roll. may not move any further and must attack As an example, if the differential to the planet in his next turn. When the planet determine combat results is +1 and a leader is defeated, the Klingon player places an is stacked with the attacking units, it occupied marker on the planet. If the becomes +2. If both leader units are present Federation player occupies Qo’nos, the in the same battle, the bonus for the dice roll game immediately ends. Planets have the and column shift is nullified. The two leaders option of making one attack on enemy units cancel each other out. during a player’s turn but do so at a strength If an attacking player uses an intelligence of “0”. card during a combat phase, a +1 is added to If the Klingon player attacks a planet also the die roll for all attacks by the player for occupied with Federation units, he must first the turn. Once the card is used, it is placed in eliminate the Federation units before the player’s discard pile on the map. attacking the planet. If the Federation player has fleet units The same rule applies to the Federation numbered 11, 13, 14, and 15 or 12, 13, 14, player if he attacks Qo’nos. He must and 15 stacked together in the same hex eliminate the Klingon units before attacking where combat is taking place, then the the planet. Federation player adds one to the die roll during combat. If a Federation player enters a hex with only a Klingon occupied marker, the marker is All modifiers used during combat are removed, and the planet/colony reverts to cumulative. Federation control. If the space also contains End of Turn: Replacements and Production Klingon units, he must first eliminate the Klingon units in combat before removing the Replacements occupied marker. Removing the occupied marker costs no movement points. Replacements are units that have been activated for operations to replace units lost Space stations and outposts function as in combat. These represent training units or ships during combat but have a zero value if units being transferred from other sectors. involved in an attack. These units are built To determine the number of replacement mainly for defense. As mentioned earlier, fleet units a player receives, roll one die and these units, once placed on the map, may cross index the result with the column of not move for the duration of the game. your current strategic stance on Table 2. The

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10 resulting number is the number of units you If a player possesses no ships in his stockpile, receive. Klingon replacements are placed in he does not place any ships. In effect he any space within the Klingon Empire. loses the ships. They are not carried over into the next turn. For the Federation player, he may pick any counter in his pile as replacements including Ares and Constitution Class Entry Andorian, Tellar and Vulcan ships. Federation fleet units are placed within one The Ares counter hex of any of the following planets – Earth, represents the first starship Vulcan, Andorian, Tellar and Axanar. Vulcan designed as a combat ships are placed on Vulcan, Andorian ships vessel to counter the are placed on Andorian and Tellar ships are Klingon threat. At the end placed on Tellar. If any of the worlds are of the Federation player’s occupied by the Klingon player, then Turn 6 and every turn thereafter until the replacements for that specific race are not ship arrives, he rolls one dice. If the player placed. If all the planets are occupied by the rolls a 5 or 6, the ship is placed on Axanar or Klingon player, then the Federation player any unoccupied hex surrounding the planet. does not receive replacements. Place the Garth counter – if available - with the Ares (identified with insignia on right of Production ship counter) by removing it from its current location. If the player is unable to place the Units entering the game via Production Ares on or near Axanar, it is placed on Earth. represent newly built units that have passed After the placement of the initial Ares class their shakedown cruises and have been ship, the Federation player places one Ares upgraded to operational status. class counter per turn until all are placed on Prior to rolling on Table 5, the player may the board. If an Ares class ship is destroyed play an Increased Production Card if he it is placed in the player’s replacement pool. possesses it. It will add one counter to the The Constitution Class resulting die roll. Roll one die, cross index the represent the next result with the column of your strategic generation of Federation stance. The resulting number is the number Starships built for of counters coming in to play, adding one exploration with the ability more if the increased production card is to withstand combat. At the played. Placement of counters is the same as beginning of the Federation player’s Turn 9, replacement units. he rolls one die. On a roll of 5 or 6, the class The Federation player may bring ships from of ship begins to enter the game. He places Vulcan, Andoria, Tellar, or Federation or any one ship on Earth or any unoccupied hex combination if the ships are available. surrounding Earth. Two turns after the entry of the first ship, he places his second If a player possesses ships less than the Constitution class ship on Earth or any number he can bring in, he brings in what he unoccupied hex surround Earth. If a has available. Constitution class unit is destroyed it is placed in the player’s replacement pool.

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Both the Ares and Constitution Class Qo’nos, or in a Klingon victory if the Klingon counters may move in the player’s next turn. player occupies Axanar.

D-7 Class Entry If neither Axanar nor Qo’nos have been captured by the end of turn 16, the winner is The D-7 class battlecruiser determined by points. represents the Klingons’ state of the art warship. At The players total their points. Whoever has the beginning of the the higher total is declared the winner. If Klingon player’s turn 8, he both have the same score, the game is a rolls one die. On a roll of 5 draw. As a reminder the points are scored as or 6, he places one D-7 unit within any hex of follows: the Klingon Empire. He then places the Kharn counter – if available -- on this ship. On The Federation Player earns points in the the turn after, he places his second ship and following manner: on the turn after that, places his third ship. 4. For each Klingon unit destroyed The ships are eligible to move in the player’s (except D-7), 1 point. next turn. Should these ships be destroyed in 5. For each Klingon D-7 class ship combat, they are placed in the player’s destroyed, 2 points. replacement pool. 6. If Axanar remains in Federation Leader Counters control, 5 points.

The leader counters represent Garth and The Klingon player earns points in the Kharn, two influential officers involved in the following manner: Four Years War. During the set-up portion of 4. For each Federation, Vulcan, Tellar, the game, each leader counter may be or Andorian fleet counter destroyed, placed with any fleet unit or stack of units. It 1 point. remains with that unit or stack until killed in 5. For each Ares or Constitution class combat or transferred to the Ares class ship destroyed, 2 points. (Garth) and D-7 Class (Kharn). During 6. For each Federation planet in Klingon combat, the leader units provide a one control at the end of the game column shift to the right and add +1 to the (except Axanar), 1 point. die roll when resolving combat. Setting up the Game for Play Leader units are killed when the unit or stack of units they are stacked with are eliminated Designate a player to shuffle the random in combat. When leader units are killed, they event cards and place them face down on are removed from the game. They do not the designated space on the map. return. First the Federation player sets up his units End of Game and Declaring a Winner has follows:

The game immediately ends in a Federation 1. Place four outposts in any hex along victory when the Federation player occupies the Romulan border but within

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Federation space. Each must be Note: This game is made available to all free placed in a separate hex. of charge. You will have to print the 2. Place four outposts in any hex along components to play. The game is designed the Klingon border but within for two players. Federation space. Each must be placed in a separate hex. I welcome feedback. If you spot any conflicts in the rules or need clarification, please visit 3. Place five of the space stations in any https://www.stevenkdixon.com and fill out the hex in Federation space that does not form. contain a planet. They may not be placed along the Klingon or Romulan The game is based on the border nor may they be stacked with “”. other units. Samples of Movement and Combat 4. Place the Federation fleet units numbered 11,12,13,14, and 15 in any space within Federation space. The ships may be stacked together in any combination and number. 5. Place one Vulcan, Andorian and Tellarite ship on their respective home planets. 6. Place 1 Federation unit (except Ares class and Constitution class) within three hexes of the Romulan border. 7. Place 1 Federation unit (except Ares class and Constitution class) within three hexes of the Klingon border but not on a planet.

The Klingon player places the following units on the map.

1. Place Klingon fleet units numbered 1- 8 in a stack on any space along the Klingon/Federation border but within the Klingon Empire. 2. Place Klingon fleet units numbered 9- 12 in a stack on any space along the Above: The Klingon player is in a Normal Klingon/Federation border but Strategic Stance, so he has three movement within the Klingon Empire. It cannot points for his units on the map. He elects to be placed in the same hex as the first move his stack of units two spaces into the stack. space occupied by the Federation Starship, ending his move for that stack. Once set-up is complete, the game begins! Have fun!

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Above: In the diagram above, the Klingon player is attacking with two units for a total of 2 attack factors. The Klingon player looks under the +1 column and rolls the dice, getting a four. There are no modifiers to apply so the roll stands. The defender loses one counter. The defender now rolls, using the -1 column (1 – 2 = -1) and rolls a five. The Klingon player loses one ship. The destroyed ships are removed, leaving the Klingon player threatening Inverness. In this case, he decides not to move after combat.

Game Design by Steven K Dixon

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