I am now going to take a example of play, to demonstrate what a full game is like. This is a full sample of play -- it won't explain how everything works, but rather, it is intended to give you an idea of what the real game is like.
An Example of Play
Let's start in the middle of a fight between a Federation Constitution-class Heavy Cruiser (abbreviated ``CA'') and a Klingon D7 class Battlecruiser. Now, how do these ships compare?
With its photon torpedoes, the Federation CA packs a heavier one-turn punch than the D7 and can take damage a little better. However, the Klingon D7 is more maneuverable and can fire its heavy weapons more often. Thus, the D7 wants to start with a non-vital exchange of fire, so the next turn it can maneuver around to get in a better shot while the CA is busy reloading.
The Situation
We are going to start at the start of a turn in the middle of an ongoing battle. The CA and the D7 are maneuvering close to each other at short-to-medium range, but have not yet been decisively engaged. The Federation ship has had small damage to its shields.As the mapboard below shows, the CA has just turned towards the D7, which is angling away, but the CA is facing down a drone (a warp-speed missle) which the D7 has launched.
Federation CA Mapboard Klingon D7 ![]()
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Play Commences
This is now the start of the turn. I am going to outline just the first few steps in a long engagement. Remember a Turn is 32 impulses, but in this example, the first few impulses are decisive.
- Energy Allocation: The allocation of power which each player does secretly at the start of every turn.
- The Movement Chart: A brief rules explanation.
- Impulse #1: The CA destroys the drone.
- Impulse #2: Both ships exchange weapons fire.