Axanar: the Card a Player Uses Has Been Fulfilled, It Is Placed Face up in Their Respective Discard Spaces
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1 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 Klingon Empire is designated with the Klingon emblem and has a red border Introduction separating it from Federation 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 Klingons’ attempt to break the Federation and putting The Romulan 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 starship, 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 Starfleet. 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 Vulcan, 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. Version 1.0 – Axanar: The Four Years War 2 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 Version 1.0 – Axanar: The Four Years War 3 Represents ships of the Represents Captain Kelvan Andorian 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: Version 1.0 – Axanar: The Four Years War 4 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 Version 1.0 – Axanar: The Four Years War 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.