FAQ Quantum

By: Dennis B. B. Taylor

Frequently Asked Questions About Quantum

I want to share some important information about how the game of Quantum works. Here are a few of the most common questions people have:

What happens if a ship changes its number? Can it still use its ability?

Yes, it can! However, there’s a catch. A ship can only use its special ability once per turn. So, if it changes number and hasn’t used its ability yet, it can use the new ability. But once it has used its ability, even if the number changes again, it can’t use it again until the next turn.

Can I use a ship’s ability whenever I want?

No, you can’t. You can only use a ship’s ability on your turn, and only if that ship is on the map. Also, keep in mind that you can’t use an ability in the middle of a move or move/attack. For example, let’s say you want to move a frigate into a better position for an attack. You can’t modify the frigate’s number right before you roll for the attack. You need to make that decision before making any moves.

Is there a specific order for taking actions and using abilities on my turn?

Yes, there is! On your turn, you’ll need to follow a specific order for taking actions and using abilities. First, you’ll need to move or move/attack with your ship. Then, once you’ve completed your movement, you can use the ship’s ability if you choose to do so. Just make sure you do it in the right order to maximize your strategic options!

If you have any more questions about Quantum, feel free to ask. Happy playing!

No, you don’t have to follow a specific order. You can mix and match your three actions and activate ship abilities in any way you like. It’s all up to you!

Oh, and speaking of actions, just because you finish your third one doesn’t mean your turn is over. You can still use special abilities and advance card powers on your ship. So keep pushing forward!

Now, let’s talk about attacks. If a ship attacks and loses, it’s not automatically destroyed. Losing just means that the attacker’s weapons didn’t quite get the job done. They were repelled, but the ship lives to fight another day.

Here’s another thing to keep in mind: if an attack fails, it doesn’t affect dominance. Dominance only changes when a ship is destroyed through an attack. So, losing a battle doesn’t automatically mean losing your power.

Finally, let’s talk about quantum cubes. Once they’re placed on a planet, they stay put. They’re not removed from the map. So you don’t have to worry about losing those precious cubes once you’ve placed them. They’re there to stay, helping you along your journey.

Hey there! Let me explain something cool to you about quantum cubes in this game.

Once you put a quantum cube on a planet from your command sheet, it stays there for the entire game. It’s like a permanent mark on that planet.

But here’s the fun part – there’s a special gambit card called RELOCATION. This card lets you move one of your opponent’s cubes to a different planet. So you can mess with their strategy!

Now, let’s talk about Flagship’s transport ability and Interceptor’s maneuver ability.

When you move your Flagship or Interceptor, their special powers happen at the same time. So, let’s say you move your Interceptor and use its maneuver ability to go diagonally. That counts as your Interceptor’s full move for that turn, and you also used up your action.

Pretty neat, right? Just remember that using those special powers means you can’t move or take any other actions after that.

Advanced Cards: Unlocking Extraordinary Possibilities!

When do you get your advance cards? Well, it’s during the advance card phase, right after you’ve finished all your actions for your turn. Exciting, right?

Now, these cards are no ordinary bunch. In fact, they can break the normal game rules. And you know what? They always take precedence! Let me give you an example: normally, a ship can only move once per turn. But with these advance cards, some ships can move more than once within a single turn. Unbelievable, isn’t it?

But here’s something important to know: when an advance card says “once per turn,” it means just once on your turn, not on every player’s turn. So, don’t go using a “once per turn” power on someone else’s turn!

Now, some of these cards offer special powers labeled as “free actions” or “use an action.” How does that work? Well, my friend, these powers can be activated without costing you any additional actions. It’s like having a secret extra move up your sleeve! Pretty cool, right?

When I use a “free action” card, it doesn’t count as one of my three actions on a turn. However, if a card “uses an action,” it does count as one of my actions. The great thing about Gambit cards is that they take effect immediately and don’t use up any actions.

So, when do my new cards actually start working?

Well, Gambit cards start working as soon as I choose them. On the other hand, Command cards start working on the NEXT turn. If I have a new card with a “passive” ability, it starts working on the next player’s turn. But if I have a new Command card with an “active” ability (which is the case for most of them), I can use it on my next turn.

But what if a card gives me extra moves or special ability uses? How does that work for the Flagship and Interceptor units?

Hey there! Let me break it down for you. So, if you have a card power that lets your flagship or Interceptor make a second move, the catch is that you can’t use the ship’s special ability again. Oh, and it works the same way if you have a special card power that lets you use a ship’s ability twice – you can’t use the flagship’s transport or the interceptor’s maneuver again, unless you have another power that lets you move the ship twice.

A Glimpse into the Future

1952: Unlocking the Mysteries of Reality.

In a time when tensions were high and fear dominated, a secret group of scientists and poets embarked on a groundbreaking mission to unveil the secrets of the universe. They created the Quantum D6, a revolutionary machine that could tap into the vast expanse of possibilities that lay ahead. With this device, they could transform the improbable into the possible, turning water into wine, matter into nothingness, and even life into death. The Quantum D6 possessed unimaginable power, but its consequences were as unpredictable as they were monumental.

1984: The Devastating Battle for Our Planet.

The Quantum D6 had an insatiable hunger for energy, pushing the world to the brink. With limited global fuel, conflict became inevitable. As earth’s superpowers fought each other, they ripped the planet apart, draining it of its life force. In the midst of chaos, survivors escaped on shiny rocketships fueled by quantum probability, aiming for the stars.

The Year 2023: A Clash of Factions

A powerful Stellar Council convened, consisting of humanity’s four factions: the relentless Kepler Imperium, the valiant Orion Republic, the resourceful Vulpes Alliance, and the curious Andromeda Confederacy.

However, hope for peace was shattered when a concealed quantum device wiped out the diplomats and destroyed any prospects for reconciliation.

Unknown Date: The Wars of Quantum

Imagine this: we’re out here exploring the vast expanse of space, traveling in fleets of rocketships. We’re like tribes of humanity, united by our unwavering belief in the power of the quantum. With our quantum drives, we can travel to new sectors faster than ever before, our ships transforming before our eyes. And when it comes to our enemies, we can tear them apart with ease.

But survival is no easy feat. To ensure we live to fight another day, we construct massive quantum cubes that harness the energy of planets. This energy fuels our quantum D6 and satisfies its insatiable hunger. It’s a constant battle to keep our fleet fueled and ready for whatever lies ahead. The question then becomes: what does victory mean in this vast cosmic arena we find ourselves in?

And what about defeat?

Existence is like a roll of the dice, controlled by unseen hands. It’s a game where even the gods can only catch a glimpse of the final outcome.

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