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Bare Rules
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Paul Grogan
Lieutenant JG


Joined: 20 May 2008
Posts: 59
Location: Somerset, UK

PostPosted: Wed May 28, 2008 10:51 am    Post subject: Reply with quote

Or just a permanent OHP pen printed on a blank dice.

Or even use a hobby drill to drill your own pattern on the dice Smile
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Mike
Fleet Captain


Joined: 07 May 2007
Posts: 1675
Location: South Carolina

PostPosted: Wed May 28, 2008 10:53 am    Post subject: Reply with quote

There are some very good ideas posted here. I think we'll try some this Friday when we have our next game.
_________________
Mike

=====
Sandpaper gets the job done, but makes for a lot of friction.
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Starfury
Lieutenant Commander


Joined: 03 Nov 2006
Posts: 302

PostPosted: Wed May 28, 2008 12:46 pm    Post subject: Reply with quote

Mike wrote:
Surely some peel-off ink jet stickers cut to fit the 6 sides of a 1d6 would be cheaper than paying $6 for one die!


You could also go to your local craft store (Michael's around here) and get some wood cubes in various sizes and either paint/use stickers/pen to mark the sides. TAP plastics also sells cube shapes in a variety of sizes.

From past experience (building 18xx game kits) white glue works best on the wood and super glue on the paper if printing/gluing information there.
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dstancliffe
Lieutenant JG


Joined: 24 Oct 2007
Posts: 36

PostPosted: Wed May 28, 2008 9:51 pm    Post subject: Reply with quote

Scoutdad wrote:
junior, when we have multiple ships moving simultaneously, we scribble a quick note on the ship card (using the dry erase marker):
SL - slip left
ST - Straight
TR - turn right
CX - cancel move
HET - HET


Although HETs are declared at the start of the movement sub-pulse (2D2a), though executed during the movement order, so the fact that a unit will HET is a 'me-too' decision and will be known to everyone when 'secret-and-simultaneous' movement orders are being written.

Normally, there are 8 possible movement orders (turn right, slip right, turn left, slip left, forward, decelerate, decelerate-and-turn-left, decelerate-and-turn-right). If a HET has been declared, there are 20 (cancel the HET and take any of the normal 8, HET to any one of six possible facings and move forward, HET to any one of six possible facings and decelerate).
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Capt_Dakota
Ensign


Joined: 27 Apr 2008
Posts: 3
Location: North Dakota

PostPosted: Fri Aug 22, 2008 2:56 am    Post subject: Brain Lock Reply with quote

Greetings to one and all.
To Paul, very sorry I locked up your brain.

Well my main issue was with the way the rules were written.
The First Mission Rule book tended to ramble on and on, while
trying to direct me from one page to the next page and it was
most frustating..

It only took me nine to ten times to read through to get
a basic understanding of what was going on with the overall game.
In the end, after the download of the Impulse Cards - Great Idea.
I decided to make my own cards as well.

I have a Captain, Engineering, and a Sensor Card.
Now call me crazy, but since this is a convention and
instead of overloading people with rules, I'm just going to have
them hand in the Capt Card at the end of Each Impulse
Then my team will make the movements on the main hex board
and return a ship report to them. (sensors etc)

I continue to read the rules and go page by page to find
the nuggets of information needed.
I will push forward and (1E2D), which open coms to anyone
who would like to drop me a line (4B1) as I will always
(BOPNFUBAR) cheers.

I agree - many of you are right on the dot.
I'll not get a good grip till I play, my problem is that
I'm far far away form live play.

I'll keep checking. You all are helping me by leaps and bounds.
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