== Solitaire or Multi-player
To play solitaire, select a ship and starting position by the rules
below, then play for the allotted number of turns, accumulating as many
points as possible. Keep track of the score, and attempt to achieve
the maximum score possible in 5 turns of play [alternatively: any
number of turns desired]. Note that the Ice Surface and Snowballs can
cause you a little variety in any particular playing of the scenario.
[Alternatively, try for higher scores by playing with 2 ships. Note
the possibility of assists in the Hockey event, then.]
To play with multiple players, each player selects his own ship and
starting position by the rules below, then each player accumulates as
many points as possible on his own, with the added complication that
the ships may influence each other's actions with tractor beams,
weapons, etc. After 5 turns of play [alternatively: any number of
turns desired], compare scores, and the player with the highest score
wins. In case of a tie, players "drop the gloves" and go at it via
combat only among the tied players, with the player who receives the
most damage (counting real shield boxes & internals, from all sources)
in the next 8 impulses losing the tiebreaker, repeating as needed for
periods of 8 impulses. [Alternatively, agree to any other tie-breaker
before the scenario starts.]
If damage to a ship incurred during the scenario causes the ship not
to be able to perform events effectively, then the player's score will
simply be lower than otherwise possible. There is no direct reward (or
penalty) for inflicting damage on opponents (or yourself by running
into the wall or poles) or for eliminating anyone.
When talking about a "ship" below, and a fighter or shuttle could also
perform the function, then consider the fighter or shuttle to be a ship
for that rule. Players may want to play the scenario with fighters
alone, for example. Note that all references to shields and shield
reinforcement, tractors, etc. do not apply to fighters or shuttles.
== Scoring
Each event has one point that may be earned by a single player each
turn. If the point for an event is not earned on a turn, it is lost
and no player may earn it later. The score for the scenario is the
total of all the points earned during the allotted number of turns.
Fighters and shuttles may not earn points, unless they are the only
units in the scenario from the start. [Alternatively, allow fighters
and shuttles to earn 1/2 point per turn for each appropriate event.]
Make sure to keep records of who earns points in which events for which
turns. Email your results to the Twirling Aces moderator at
jlb@edsr.eds.com to be included in the on-line database.
== Ships & Rules
Official tournament ships are available for selection by players. As
in other tournament-based multi-player scenarios, any combination of
opponents is allowed, and same-race ships are considered enemies with
all systems on "different frequencies." Standard tournament rules
apply, except as noted in these scenario rules. [Alternatively, decide
on a BPV allowance for non-tournament ships, decide on the list of
available races, and/or decide on a different set of standard SFB
rules.]
== Map
A standard fixed Star Fleet Battles map (42x30 hexes) is used, with
special Winter Olympics terrain features.
Ice covers the "surface" of the entire map, making all ships' "footing"
treacherous. See the Ice Surface rules for details. [Alternatively,
the "suface" is normal.]
Poles are located in several hexes of the map. See the Poles rules for
details. See the Events rules for locations. Poles are used to define
Events, which are described in their rules.
A snow storm may occur each turn, which makes it more difficult to
maneuver on the map. See the Snowballs rules for details.
[Alternatively, there is no snow storm.]
The wall surrounding the map rebounds any ship or other unit that
impacts on it. Each rebound causes 5 points of damage to the facing
shield of the rebounded unit (or the unit itself as internals if no
shield). Hitting the wall does NOT cause the unit to stop, but it
does cause tractor beams to be broken in the same way as on an official
tournament map. Instead of stopping, the unit rebounds, as follows.
When the wall is impacted, the unit moves into the hex adjacent to the
one in which it started this movement, along the wall in the general
direction of movement.
The rebounding unit's facing is not changed. There is no penalty other
than the damage to the shield which faced the illegal temporary hex
upon impact. The turn mode and slip mode are NOT reset by a rebound.
The unit may effectively move more than one hex on the impulse of
rebound, and this might be used on purpose as an advantage.
Should a unit impact the wall into a corner from a corner hex, or
should a unit impact a side wall at a 90-degree angle (perpendicular to
it), the rebound results in the unit's remaining in the hex in which it
started this movement. Damage to the facing shield still occurs.
== Ice Surface
Every time that a unit attempts to turn or to sideslip in any direction
(including HET) without having just moved straight on the previous
movement, there is a chance that the unit looses its "footing." When a
unit stops movement (at speed 0), its "ice mode" is reset; that is, its
previous movement is NOT considered to be a straight movement.
In each such risky sitation, a die is rolled to determine the outcome.
If a 1, 2, or 3 is rolled, the attempted maneuver is successfully
performed. If a 4 or 5 turns up, the unit slides instead, which means
that it MUST move straight instead of the attempted maneuver. If a 6
turns up, the unit tumbles (C6.55), without actually suffering a
breakdown, for 16 impulses. Note that 1-6 crew units and internals
will be suffered at the end of the tumble, and the unit will come to a
stop at the end of the tumble.
At any time on any movement, a player may choose to have a unit of his
tumble automatically, whereupon it tumbles just as described above.
== Poles
Each pole occupies a single hex. Any unit may pass through a pole hex,
but by so doing, takes 2 points of damage on the shield facing the pole
hex upon entry. Whenever a pole is desired to be passed on either
side in its hex, the unit is declared to pass on the desired side when
entering the pole hex. Also, whenever a pole is desired to be moved
past, the unit is considered to be past it simply by entering the pole
hex. Passing between 2 poles can be performed in either direction to
qualify in all events.
== Snowballs
Each turn, after Energy Allocations are completed, but before any other
step, determine whether a snow storm occurs by rolling a single die.
If the result is 1 through 4, then that number of snowballs is placed
on the map. If the result is 5 or 6, then no snow storm occurs this
turn.
Each snowball is randomly placed by rolling two dice, one after the
other. The first die roll multiplied by 6 determines the column of the
center of the snowball, thus: 1-06RR, 2-12RR, 3-18RR, 4-24RR, 5-30RR,
6-36RR. The second die roll multiplied by 4 determines the row of the
center of the snowball: 1-CC04, 2-CC08, 3-CC12, 4-CC16, 5-CC20, 6-CC24.
Use any spare counters to mark the centers of snowballs.
[Alternatively, a fancier method could be developed that distributes
snowballs to any hexes on the map.]
A snowball covers the hex of its counter and each of the 6 adjacent
hexes, all equally. Each hex the snowball covers acts similar to
having web of strength 2 in it -- but it is NOT web and uses these
rules: * The snowball is not friendly to anyone; no unit has a special
ability to avoid the snowball's effects. * The snowball does not
deterioriate as web does, and it can not be strengthened by any unit.
There is no zero-strength status, and there is no time delay until a
snowball's effects apply. If a snowball is placed into a hex that
contains a unit, the unit is subject to the snowball's effects
immediately. * G10.5 "The Effect of Webs on Movement" applies (but
ignore rules for all special privileges of Tholians). The effect is
basically that a number of movements equal to the "web strength" is
lost for each snowball hex entered. * There are no effects on combat
(such as in G10.6 "The Effect of Webs on Combat"). * G10.7 "Other
Effects of Webs" applies. The effects are: no transporter or tractor
can operate through a snowball hex (but can operate into one),
explosions are deadened, ESG fields cannot be generated through
snowball hexes, and cloaked ships are exposed (by their "footprints",
of course). * The snowball can be "melted" by a web breaker, where
all 7 hexes of each snowball are considered to be a single strand of
web. The "web strength" is reduced for the duration of the scenario
by a web breaker.
If multiple snowballs are placed into the same hex, their effects are
cumulative: the strength of the "web" is considered to be the sum for
all snowballs covering that hex.
== Starting Positions
Each ship's starting position is in any hex along the wall, selected by
the player, at least 12 hexes from all ships already placed on the map.
Any initial facing is allowed. The order of placement is randomly
decided (by draw of counters from a cup, dice rolls,
rock-paper-scissors, etc.). For a solitaire scenario, you have
complete freedom to start along the wall anywhere you desire. [In case
of a large number of players, lower the 12 hex range limitation.] The
ships are placed before turn 1 EA.
== Checking a Ship
If a ship incurs 12 or more points of damage on a single impulse, from
all sources combined, only counting real shield boxes lost and
internals, it is considered to be "checked." If the ship is carrying
the puck for the Hockey event, the puck is dropped.
In any case, the ship must roll a die for a possible slide/tumble when
it is checked. If a 1, 2, or 3 is rolled, there is no additional
effect. If a 4 or 5 turns up, the unit slides one hex away from the
direction of the majority of the attack (use common sense to combine
the directions weighted by amount of damage; determine randomly from
the possibilities in case of a tie). If a 6 turns up, the unit tumbles
(C6.55) in the direction it would slide (as above), without actually
suffering a breakdown, for 16 impulses. Note that 1-6 crew units and
internals will be suffered at the end of the tumble, and the unit will
come to a stop at the end of the tumble.
== This is Sports, not War
The Winter Olympics, however brutal, are all about the spirit of
competition at various sports, not war. To reflect this, every ship
gets 20 points of free shield reinforcement energy each turn. This
energy cannot be used for any other purpose, and it must be allocated
to specific shields and/or to general reinforcement during Energy
Allocation, or else it is lost. [Alternatively, change the amount
to reflect the forces in use. The intent is to use roughly 10% of
the number of total shield boxes of a single undamaged ship.]
It may occur, however, that a ship is actually damaged, or even
destroyed. The Winter Olympics can be dangerous, after all.
== Events
* Bobsled
The first ship to pass between the pole hex pairs {0614, 0616} and
{3312, 3314} both on a single turn earns a point.
* Slalom skiing
The first ship to pass between the 4 pole hex pairs
{1621, 1624}, {2017, 2019}, {3121, 3125}, {3714, 3719} all on a single
turn earns a point.
* Hockey
The ship that moves the puck into the next net earns a point. As
soon as such a point is earned, the "next net" becomes the other of
the two nets. The nets are each a pair of pole hexes {1205, 1208}
and {3405, 3408}. There is not actually a net that would constrain
unit or puck movement, just two poles.
The puck is an indestructable unit that does nothing on its own
accord. The puck can be tractored and dragged along. A tractor
auction may be conducted for the puck. The puck can be tractored while
tumbling, unlike for ships and other units. If playing solitaire, you
may place the puck wherever you wish, to start. Otherwise, determine
randomly by the snowball placement procedure.
Whenever a ship enters the hex that contains the puck, and the puck is
not currently held in a tractor link, the ship may choose to bump the
puck (it is not required). Upon bumping the puck, the player owning the
bumping ship decides the puck's tumbling speed and direction. The speed
can be any from zero to the ship's current speed. The direction can be
the direction of the ship's movement or 60 degrees (one hexside) to
either direction of that, but only along a row of hexes. A tumbling
puck may be bumped again, in which case the newly chosen direction and
speed take precedence.
Whenever the puck is released from a tractor link voluntarily, it
tumbles as if bumped by that ship. If a ship carrying the puck with a
tractor link is "checked" (per scenario rules), the puck is dropped
and it tumbles as if the checking ship or seeking weapon bumped it (even
if from a distance with direct-fire weapons).
A bumped puck qualifies as moving the puck into the net, should the
bump direct it into the net.
* Figure skating
The ship that makes the largest number of facing changes within the
judging area, where the number is at least 3 on any given turn, earns
a point. In case of a tie, whichever ship performed its latest
qualifying facing change first gets the point. The judging area is
not bounded by poles, just by the hexes {0110, 0130, 4230} (a triangle).
Note that an HET counts for at most 3 hexsides, since no HET can
exceed 180 degrees.
* Ski jumping aerials
The ship that loses the most movements due to snowballs in any turn,
where the number is at least 6, is considered to have performed the
longest/most/best combination of jumps off the mounds of snow and
earns a point. In case of a tie, whichever ship had its latest
qualifying movement loss first gets the point. If you do not use the
snowballs rule, there will be no ski jumping aerials points.
* [Of course, many other events are possible. If you design others
that are fun, please let the Twirling Aces moderator know at
jlb@edsr.eds.com.]
== High Solitaire Scores during 1998 Winter Olympics with standard rules
(Everyone flew Orion ships -- surprise. No entrants wanted credit or
Twirling Aces Battle Points. There was no multi-player scenario
reported.)
* Bobsled
3 by Orion
* Slalom skiing
4 by Orion
* Hockey
5 by Orion
* Figure skating
5 by Orion
* Ski jumping aerials
5 by Orion
* All-around
11 by Orion: 5 Figure skating, 5 Ski jumping aerials, 1 Slalom skiing
== Optional Suggested Events (last updated SUN Feb 09)
* Biathlon
(Details not yet worked out.) Fast targets zoon across the playing
field. If you score a certain number of points of damage on it, you
score 1 point. The movement is such that it leaves the playing area
within the turn, and there's one per turn.
No challenge to Star Fleet Battles copyrights of
Amarillo Design Bureau and Task Force Games is intended.