The "1 Tribble" F.A.Q.
by Rom
Q. When can I play a 1 Tribble?
A. On your turn, when you are executing orders. Because
your Tribble Side Deck
involves drawing cards, not just playing cards, using it will advance
you out of your card
play phase.
Q. How many 1 Tribbles can I use each turn?
A. One. Since the ability is “once per turn” and Tribbles
are not cumulative, you can
only use the ability of one 1 Tribble every turn. (You’ll find
this under “once per turn” in
the glossary, not under “cumulative”.) Of course, you can have
multiple 1 Tribbles in
play to keep the opponent guessing about which one you’ll use.
Q. Exactly when can I use 1 Tribble?
A. Players alternate taking actions, with the active player getting
the first action on their
turn. So if it’s the opponent’s turn, they get the first action,
which is typically a card play, then you get a chance to use a 1
Tribble to stop someone. If the opponent skips their card play
and uses their first action to more someone away from a 1 Tribble, then
you won’t have a chance to stop that person. The opponent does not
have to “pass” on their card play to move to their executing orders phase.
(In fact, if the opponent wanted to, the first action on their turn could
be to end their turn and draw a card.)
Note that “start of turn” abilities are actions. So if the opponent
Processes Ore, you then
get a chance to use a 1 Tribble. However, each player can take
as many “start of turn”
actions as they want before anyone can take a non-“start of turn” action.
(This is similar
to “just” actions.) So perhaps the opponent gets to Process Ore
AND persona-swap
Elim Garak for Elim, THEN you can Tribble them. But they can’t
Process Ore AND
play a Q’s Tent without giving you an action in between.
Q. How do I get rid of small Tribbles?
A. Small (1 and 10) Tribbles can be carried by like equipment.
So when you move a
personnel, they can carry a Tribble with them. They can keep
carrying the Tribble as
long as they want, but when they eventually decide to drop it, they
are stopped.
Let me give you a detailed example: say you have a 1 Tribble on an
outpost, and
Mendon is present. Your action is to move Mendon from the Outpost
onto the Danube
that is docked there, he carries the Tribble with him when he goes.
The Tribble is now
“stuck” with Mendon until he decides to drop it. Mendon is still
not stopped at this time,
and can still staff that Danube and fly it to another location.
He can also beam down
from the Danube, still with the Tribble. In fact, you have no
choice, the Tribble has to
keep going with him until you say it’s dropped. THEN, you say
Mendon is going to
drop the Tribble, which stops him on the planet.
Q. Isn’t that a lot of bookkeeping for one Tribble?
A. Because you can take many actions while carrying Tribbles,
you have to let your
opponent know when your personnel is finally dropping the Tribble and
becomes
stopped. It’s not that confusing if you’re aware of it.
(If the rules worked the other way,
if Tribbles were automatically dropped when moved, it would be very
annoying.
Mendon would be stopped after boarding the Danube and it would take
many turns or
hand-offs between many personnel to carry away 1 Tribble.) Of
course, it can often be
assumed that if you beam down Mendon and his Tribble and leave them
there until end
of turn, then he has dropped the Tribble. But people also assume
the opponent knows
that ships were docked when they don’t specifically say they were,
and we all know
what chaos that can cause. It’s a minor little bookkeeping that
will prevent arguments
like “no, that Tribble is still stuck with Mendon from last turn.”
Chris 'Rom' Brennan
Rom@wnohgb.com
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