Player Aid

Discuss general information about the Federation Commander gaming system here.

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Inari7
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Player Aid

Post by Inari7 »

Has anyone made a player aid that has a good overview of the rules for a new player?

Looking for short and sweet rules reference.

Stuff I want included would be Maneuvers, Photon Arming, Plasmas, Shuttle rules ect.....

If not, I am sure I can write one myself.
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Mike
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Post by Mike »

I attempted doing this once. I found that copying only a part of a rule or trying to put it into simpler words seemed to always leave important things out.

About the best I came up with was to put the rules that were referred to often on cards that could be flipped through quickly.

The same thing could be done digitally with a small document file. Use the rule numbers as HTML anchors and put a contents and an index at the top of the document. It can be saved as a Word .doc file and put onto a smart phone, pad, netbook, or laptop. Very handy!
Mike

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krukeshank
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Post by krukeshank »

Another alternative (if you have a PDF-friendly smartphone or tablet) would be to buy the Federation Commander rulebook PDF on e23. It's searchable so rules/info are relatively quick and easy to look up.
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bolenbr
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Post by bolenbr »

would a player aid be legal to post since this is ADB's game. I know that on board gamegeek there are lot's of player aids. If you make one and Steve says it is OK. Definitely post it, please.
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Kang
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Post by Kang »

This isn't the whole thing you're looking for, but the Master Weapons Chart in the Commanders' Circle at least has the arming costs for each weapon on each weapon table.

Find it here: http://tinyurl.com/32xvzs8

Like I said, not the whole caboodle, but it's a start :)
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kinshi
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Post by kinshi »

A great 'play aid' is to simply buy the complete rulebook PDF from e23 and load it up on your smartphone or tablet (or laptop). Its got a linked TOC, and is searchable.

Pretty handy.
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Dal Downing
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Post by Dal Downing »

Don't get hung up reinventing the wheel. Remember there is already a great quick start tool avaliable in the First Mission download. You could skim through that cut out the fluff and your halfway there. All you would really need to add for your own PRIVATE reference guide would be the missing weapons and defenseses.
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Mike
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Post by Mike »

I believe that a player aid that gives away rules would be illegal to post.

That being said, you can do anything you want as long as you use it for your own personal use and do not distribute it in any form to anyone.
Mike

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Monty
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Post by Monty »

Kang wrote:This isn't the whole thing you're looking for, but the Master Weapons Chart in the Commanders' Circle at least has the arming costs for each weapon on each weapon table.

Find it here: http://tinyurl.com/32xvzs8

Like I said, not the whole caboodle, but it's a start :)
This is great.

I wonder what it would take to get this updated to 2011?
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Steve Cole
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Post by Steve Cole »

Define "updated to 2011".

You cannot add more to it (not and have it printable at a readable scale).

The other weapons are on other cards. You would do better to email a customer wednesday request for those cards to be put in the commander's circle (some already are, I think).
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Monty
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Post by Monty »

Well, to me, master weapons chart implies master of all weapons for the game at the point in time it was published. Regardless, I was able to combine the commanders circle chart with the War & Peace chart into a consolidated landscaped version.

There was a lot of whitespace down the middle of the original and the font and graphics (with fluff) on the W&P chart were bigger than the master. After reconciling the tables and combining the two, I had room for the groovy new weapons arc diagram, though I may leave it out and put it on the 2nd page (reverse side) in favor of it being a pure weapons chart. It needs cleaning up and arming costs added to the W&P weapons. The charts are a little smaller but it's very usable and eliminates another document in the play area.

Monty
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kirbykibble
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Post by kirbykibble »

simple rules to make is to auto set with speed 16 and leave out special and evasive manoeuvres
also leave out burn through points and avoid overloading weapons.
the easiest race is the Klingons as they do not require overloading and/or holding.
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